There's some weird stuff in this dungeon, so here's my recommendations.
1: Dragonborn Water Orc Crusader. This is your trap disarmer (seriously). The traps are too leathal and too hard to disarm to even consider a Rogue doing it, but the Orc actually might survive and then heal up after taking the hits. Also, the endless healing is critical in a dungeon with so many random encounters, and while WLD house rules mean you can't just smash through the dungeon with Overwhelming Mountain Hammer, the rest of your abilities will still be quite handy. Watch out for that low will save though... under no circumstances should you touch anything but enemies and traps (smash the traps with Mountain Hammer!). If you want, this could be a Crusader/Cleric/RKV, but that'll be dangerous in the lower levels. A dip into Warblade for Iron Heart Surge is also advised... curses in this dungeon are insane, and the ability to say "nah, I don't want that curse" is amazing.
2: Venerable Dragonwrought Dragonborn Kobold DMM Persistant Cleric. Overkill? Not in a dungeon this deadly. DMM Persist means persisting Detect Secret Doors at low levels and Lesser Mass Vigor in the mid levels, with mass party buffs later on (Vigorous Circle, Righteous Wraith of the Faithful, Recitation, etc). Very very handy. Also, somebody needs a good will save in the party, and needs to be able to shrug off curses with spells. Also, this guy can do the talking around good people, which is important... make sure his alignment is good (which should be the case for all of the party except maybe the arcanist). There are also a few nice spells that boost skills by a great deal... take them and use them a lot.
3: Scouting Factotum. Despite what you might think, this guy does not handle traps at low levels (that's the Crusader's Job). But you still need a wide variety of skills and spells in this dungeon, and his access to all of them is going to be very important. Make sure he can dish out damage, and throw in the Mindbender level for Mindsight as well as Darkstalker. A dip into Swordsage might be wise for certain utility manuevers (Cloak of Deception, Shadow Jaunt, the throw manuevers, and the save boosters).
4: Binder/Wizard/Anima Mage/Tainted Sorcerer. You need arcane spells that pack a punch, and this guy would have it. Tainted Sorcerer and Anima Mage ensure that you can metamagic (read: persist) all the spells you need. Binder provides more low level repeatable effects. Focus on spells that provide long term benefits like minion creating spells (but disguise any undead as being alive... you don't want to piss off certain good forces in there). Also, it would be very useful to make sure you have the ability to create expendable troops, such as the Binder ability which does this. Someone to die to traps is awfully handy... some Incarnum feats can help with that. As an aside, spells are harder to find in the dungeon, so Collegate Wizard is worth its weight in gold. You might even want Shadowcraft Mage, and a Geometer dip for the cheaper spell scribing might be a solid plan.
JaronK