Much as I love rogues, I have to go with the majority. They're really not needed anymore. Pathfinder basically destroyed their niche. Now anyone can find a lot of the traps, and with search falling under the
best skill in the game, plenty will have it, possibly with a much higher wisdom score, since it's not a major stat for rogues. Even disable device...without it as a class skill, you just lose 3 on it, a high int wizard could still get a high modifer with it. As for magical traps, mages always had detect magic, except now in pathfinder they have it infinite times per day. So...yeah. Similarly, a charisma character can do the face role better than a rogue, who really can't afford a massive charisma score. Sure, you're spreading the roles out over several people, but the point is you can, not having a rogue isn't painful in the same way not having an arcanist is.
So, for my party suggestion...
Saurian or Aasimar Paladin (or possibly even gnome or halfling if going mounted)
Dwarf or Tengu Druid
Elf or Tiefling Wizard
The paladin can heal, act as party face (no bluffing, but oh well), and tank. As long as you stick to not many encounters per day and primarily evil enemies, he even outdamages the Fighter.
The Druid can heal, sneak/scout, and help the paladin in melee, as well as summon help. He can provide the paladin with a uber mount for the levels before 5 if the paladin' doing mounted, though I think that's a bad idea for this party.
The wizard handlles knowledges and int skills and does all the typical arcanist stuff (ie, everything
)
That party doesn't have the same staying power as say...Fighter/Cleric/Sorcerer, but with some preparation it can tackle most any problem as long as the party doesn't over extend itself. I'm assuming your DM won't be throwing as much crap at you with the reduced party size, so I think this group's pretty ideal and covers each other's weaknesses well. Also, as you may have noticed, I try to find any race at all to recommend over human.
Sick of so many human PCs.