What advice would you give to having two lone-wolf characters?
Or maybe I will reroll with 1 lone wolf, since I like playing ranger and with 2 LWs you probably want a meele + mage.
You can play any combo really, however I'd recommend mage+something, mages are just very useful for a lot of stuff. Can make hybrids instead but results might vary depending on how solid your build and items are. Glass Cannon talent is more or less designed for Lone Wolf, the health penalty is countered by the LW bonus and you really want a lot of AP per turn to be able to keep up with 6-10mobs when you only have 2 characters per turn. Keep your talent point at 3 until 5 and get Glass Cannon right away. Leech is probably a necessity if you don't run a healing mage(so like any mage), however it's kinda buggy and seems to often heal you for way more than it should, so not a big fan.
One of your 2 chars should be designed to do crafting to facilitate the process, which means he needs Scientist talent and 2points in each blacksmith and crafting(then +2 from bracers/belt). Can instead get +1 crafting from a trait to save a skill point and can go 3points in each to save you a talent point. Crafting lets you buff your gear a lot by adding stats to it which helps tremendously, for example on the screenshot my weapon has a blacksmith whetstone damage bonus(like 20%dmg), a tenebrium bonus and a +2str+2dex bonus, remove these and the weapon is a lot weaker. Talking of traits, you definitely should get the Immune to Fear and Immune to Charm traits. Immune to cursed isn't a big deal but those 2 are insanely important.
If you play on hardmode, I'd recommend 2 leadership from the mage to buff the other char with chance to hit aura. This can be done for free with the +1 from trait and then +1 from gear(for example helm, which for mages don't really have very good stats anyway). Mages always hit so don't need it the other way. If you don't play a mage though you should get it on both chars.
Keep sets of gear for various situations, for example as I said earlier +1crafting/blacksmithing bracers/belt, +1 telekinesis on a bunch of pieces if you need that, +loremaster gear to identify your gear for free(pointless lategame though), as many perceptions pieces you can to find stuff(if you have an archer you probably don't need that too much as you'll most likely put points in perception anyway), bartering/charisma gear for selling/buying, sneaking/lockpicking/pickpocketing gear for doing those. Don't really need to put any points in any of these, though having max bartering will let you swim in money easily, having max loremaster lets you see mobs resists and sneaking is great for combat if you pick the Guerilla talent(works on every attack that comes out of stealth besides maybe spells, means you can use it on an archer or warrior if you want).
Bodybuilding and Willpower are pretty useful stats, should probably dump a few points in them to get at least decent rolls to avoid status effects. A well prepared mage will be able to remove every effect on your other character though, but most effects can't be removed easily by other classes so you need to be careful with your mage. Save often and reload/flee if your mage gets CCed right from the start, it's unlikely you'll win a fight if that's the case. On the other hand, you really want to put a lot of skill points in magic schools rather than defensive stuff, so it's a hard call. At least gear for it.
I made a list a few pages back on how to spec a mage or a rogue. Warrior and I assume Archer are very straight forward, just 5points in your main skill(man at arms/marksman) then pick all the utility stuff you want. Don't bother with bow/crossbow/2H, you'll eventually get another skill to buff your weapon damage with so points in those are fairly wasted, damage difference doesn't really matter early game anyway. A note, at lvl 20 with Lone Wolf from level 1, you get 68ability points. You also get 3more from a book(or you can keep buying to book and get a lot more but it's pretty cheesy). As you can see you can also get more than level 20 in a playthrough, I was halfway through 22 and could have leveled to 23 if I went to clear the maps out of friendly NPCs. You get 2skillpoints per level until 5, 3 per level until 10 and 4 after that. That means that you can max every school of magic on a mage if you get to lvl 21(without any points in anything else).