If your group only had 4 players and a GM, what do you consider the perfect party mix?
I find the Missionary, Arch-Militant, and Seneschal easiest to dispense with.
The RT's +10 bonus to anyone is hard to go without, not to mention all those Fellowship Talents. And who's going to be used to drive the plot forward?
You can do without an Astropath, but then again they can take the place of the Voidmaster operating the Augur Array.
Many parties have a NPC Navigator, but not the parties I've GMed before, and they're absolutely necessary if the GM uses travel from the Navis Primer.
Voidmasters in the positions of pilot and master gunner are hard to do without, too. All the Voidmaster specializations rock, but which are absolutely necessary?
And, what are you going to do with all those archeotech components you're hoping to find without an Explorator on board?