That's a really cool looking battle setup there

. Freing oneself from being surrounded like this or at least shielding casters somewhat is challenging and fun indeed. Dimension door, area slow effects or crowd control hold spells as well as a sneak/shadow trait on a caster can help, but most importantly does knowing about AI behaviour when it comes to choosing targets. Then again, the different AI types (go for nearest, most wounded, most sp possessing or being a caster type with different cast percentages and thresholds for healing spells) mix this up, so it's imporant pay attention to AI running each opponent. The upcoming little combat revamp (it's so many little details stacked on eahc other, work on optics as wells on gamepaly when it comes to effects/vulnerabilties/creature types) will emphasize such thinking/gameplay even more (or so I hope).
It might be nice to have some kind of aggro traits for fighters to lure cretaures onto them, overriding what their AI would normally tell them to do. Then again, messing with the AI is very tricky subject (that I will have to revisit anyway one day as the non-stadnard AI types, especially with larger creatures, somteimes skip attack opportunities without a real reason).