Wait, entering Arnika on level 21?
Are we talking about that Arnika, with the bank, HHL, airport (spaceport) and savant tower?
That Arnika that is meant for early access, basically the first go-to spot right after leaving Monastery?
Why would one deliberately avoid it, and enter it first after level 21?
Also, enemies scale with hero average party level. So when you enter Arnika on level 6, you encounter only weak savant drones and also weak thieves (different kinds), around level 10, these get replaced with stronger thieves (having 70~120 HP and a lot deadlier attacks), and around level 13 the savant drones get replaced with huge uglies (who also have various levels of strength, and some really are meant for strong parties, yet again, you won't see them when your party is low-level, even when playing on HARD)
As for dream party, it are not the stats that make a party 'dream' like.
While every class has its' own strengths, eventually, especially at the end of the game (or in the sea, which is also more to the end, than the middle, story wise) you will find many classes lacking.
Especially mind-altering attacks become a nuisance, when your Samurai will start killing your mages and other low-HP friends, before you manage to cast Clear Mind (or what is the spell to remove mind altering statuses)
Or master of archery (like Ranger), will fail to hit long-distanced enemies, despite his stats, skills and items are top-notch, and when he manages to hit, even with ammunition like peacemaker, won't guarantee an actually better outcome, not to mention, that archery needs clear line of sight, unlike spells, that can hit either en mass, or ignore objects (friend or foe) in the trajectory (compared to mind stab, that might have only thrown range, but you can aim at any enemy, even if there are active objects in the path)
Honestly, dream party would be one Bishop and 5 Psionics.
Locks & Traps would be handled by Poseur's cap + Thief Buckler + Knock Knock / Divine Trap
Bishop can become a solid tank, especially with Guardian Angel
Even magic-resistant/immune enemies, even if not succumbing to paralyze or web, can be subdued, if the battle can be dragged long enough (which is possible with boosting priest and healing him)
While Bishop lacks in all aspects, compared to any other class, and is possibly the weakest tank possible (if we ignore faerie mage), also is not the ideal thief, he can eventually fill those positions with success, letting your party run through Dominus)
Early: Mind Stab can do the trick for 99% of encounters
half MID: Psionic Fire can handle even strong enemies, after mastering walk+wait, even Juggernauts
MID: now it will become tricky, as bishop nor psionics can handle magic resistant enemies well, due lack of good items and also low HP, so Battering Hoggar, who would resist nearly every Paralyze or Web (unlike Hoggar, who can succumb to paralyze nearly instantly) should be avoided. But XP can be farmed from most of enemies, again, with Psionic Fire, and should the combat drag for too long, Ego Whip can step in (despite not offering full level 7 casting power)
half END: now you should already have Psionic Blast, and clearing most enemies would be in worst case just a question of reload and retry (considering you didn't tick Iron Man), but the spell is not only devastating, but extremely helpful, as it can hit even enemies, you do not see (in areas, like Rapax Castle, where even Fireball cannot guarantee a certain hit of your enemies, Psionic Blast can hit even enemies, that are far away, either running away or just trying to approach you from absurd angles of the castle labyrinth hallway web of a castle)
You can now even face enemies under water, again, Psionic Blast proving as universally useful, and having 5 casters who mastered it, makes your party "2-rounds winners" for most of the cases. And you don't even need to use the complex move+wait tricks from before (to force enemies position right in front of you, so all/most can be hit by psionic fire / ego whip)
END: now comes the true purpose of having 5 psionics into light: needlessly too many enemies can now control your party (turncoat, insanity...) but 5 out of 6 of your party members simply do not give a single nick nolte. While they waste their best spells on you, in worst case scenario your bishop turns against you, but he won't truly change much, even when he starts flailing around with his mace or staff... (which can be removed before combat, when such situation is anticipated, barehanded - he is harmless just as a kitten)
There will be enemies, like golems and such, with absurd high magic resistance, but you would already have high-end weapons and armor, that even Psionic can equip, plus all the buffing spells, that will help you survive long enough in order to win. With no or little loses on your side.
Hint: select dwarf for psionics as a race, due the natural damage resistance, which will greatly improve your success ratio just during melee combats (which often cannot be avoided)