If you're fine with long combats, it's not a problem. I only brought it up because it's a common complaint around here.
I don't mind the combat lengths and I have some ideas for working on that anyway. I do see it commonly tho, I have to agree w/ya on that
Bear Shaman may be a better healer, but I feel Eagle Shaman is a better leader. This is a personal peeve, but I find healing to be overrated. One leader with two basic heals and an emergency heal, plus a back up emergency heal in the party is fine for the most part as far as I'm concerned. I don't like to focus on healing any more than that. Defenders of course should focus on their resilience as much as is needed, and other characters shouldn't ignore their defenses. It's a play style thing. I don't doubt others prefer different tactics.
*nod* I've just been used to a group w/a cleric, a pally and a wizard MCed into Shaman for extra heals, so one healer w/no backup is just very different from all my recent experiences
To complete your 6-man party, of the options you provided, I'd likely go with the dwarf fighter. You can just about never go wrong with a fighter, and you can hardly ever go wrong with a dwarf. And in general I find defenders to be an important role for tactical positioning, so prefer experienced players to play the defender.
The other person in the group who has played much 4E at all is the one who is likely going to be playing a Defender.
I'd skip the bard if there is going to be another leader. And I find minotaurs to be disturbingly weak, though fighter is one of the better classes for them, as I said you can just about never go wrong with a fighter, so if I ever was going to play a minotaur, it would be a fighter. As a side note, if you prefer to play a charging fighter over the dwarf, I'd give warforged juggernaut a serious consideration.
I actually have a Dwarf Dreadnought Fighter as a potential pure tank, but I made the Minotaur for fun and he sure seems like it. A basic melee attack w/his charge would be 1d12 (brutal 2) +2d6+11. Add another 5 if prone and another 5d12 on a crit. He would charge a lot, and that's a lot of chances for a 20. I don't know where the hide text option is, but here's that minotaur build. I'm comfortable w/either of the 2 Fighters, the Bard or a Paladin. I've always made way too many characters
====== Created Using Wizards of the Coast D&D Character Builder ======
Minotaur, Weaponmaster, Beastblooded Minotaur
Build: Great Weapon Fighter
Fighter Option: Combat Superiority
Fighter Talents Option: Two-handed Weapon Talent
Inherent Bonuses
Occupation - Bounty Hunter (Learn Dwarven)
FINAL ABILITY SCORES
STR 23, CON 16, DEX 11, INT 11, WIS 15, CHA 9
STARTING ABILITY SCORES
STR 18, CON 11, DEX 10, INT 10, WIS 14, CHA 8
AC: 28 Fort: 28 Ref: 20 Will: 22
HP: 97 Surges: 13 Surge Value: 24
TRAINED SKILLS
Athletics +17, Endurance +14, Heal +13
UNTRAINED SKILLS
Acrobatics +6, Arcana +6, Bluff +5, Diplomacy +5, Dungeoneering +8, History +6, Insight +8, Intimidate +5, Nature +10, Perception +10, Religion +6, Stealth +6, Streetwise +5, Thievery +6
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Minotaur Racial Power: Goring Charge
Fighter Attack: Combat Challenge
Fighter Attack 1: Cleave
Fighter Attack 1: Footwork Lure
Fighter Attack 1: Spinning Sweep
Fighter Attack 1: Brute Strike
Fighter Utility 2: Who's Next?
Fighter Attack 3: Bull Charge
Fighter Attack 5: Crashing Assault
Fighter Utility 6: Battle Awareness
Fighter Attack 7: Come and Get It
Fighter Attack 9: Murderous Assault
Athletics Utility 10: Incredible Stride
Beastblooded Minotaur Attack 11: Sweeping Gore
Beastblooded Minotaur Utility 12: Thrashing Horns
FEATS
Level 1: Improved Defenses
Level 2: Greathorn
Level 4: Opportunity Gore
Level 6: Axe Expertise
Level 8: Weapon Proficiency (Execution axe)
Level 10: Headsman's Chop
Level 11: Bloody Gore
Level 12: Eyes in the Back of Your Head
ITEMS
Thundergod Execution axe +3 x1
Cape of the Mountebank +2 x1
Horned Helm (heroic tier) x1
Boots of the Mighty Charge (heroic tier) x1
Iron Armbands of Power (heroic tier) x1
Teleporting Wyvernscale Armor +3 x1
====== End ======