What would you recommend?
That's a great question, but I don't have a great answer. I don't have the
Children of the Fields programme guide yet, and given it's occult orientation it will likely have model profiles that will suit a band of magicians better than the core profiles.
However, sticking to the core profiles I would go with:
Star: Tommorrow Person (11 Ratings)
Star: Unearthly Traveller (7 Ratings)
- -2 Mind (Mind: 4)
- Remove Alien SFX
- Swap Repair SFX for Hypnotise SFX
- Swap Photonic Spanner for Stun Pistol
- Add Leader (1)
Co-Star: Crackpot Inventor (6 Ratings)
- -1 Fight (Fight: 2)
- Swap Repair for Medic
- Swap Photnic Spanner for SMG
- Add Leader (1)
Extra: Bodyguard x3 (6 ratings)
Total Ratings: 30
Define the Stun Pistols as "Magic Missiles" and the SMG as a "Wand of Fireballs". Your "Crackpot Inventor" is a "Arcane Engineer" and his "gadgets" are "magic items." Your Unearthly Traveller is a Star, I've knocked his price down to Co-Star levels, but he still generates 2 Plot Points a turn. Each of your Star/Co-Stars has Leader (1) so that you can always activate your Bodyguards for free and keep them close to their charges.
Technically you can't swap weapons on Extras, but I feel that swapping Pistols (2 shots, 12" range) for Rifles (1 shot, 24" range) on Military, Law/Order and Crime Extras is so pffft that it should be allowed. If I were your opponent, I certainly wouldn't have an issue with it. Anyone crying that it's gamebreaking is out of touch with reality.
If you plan to expand the Cast, I'd add a horde of 7 Bystanders to farm for Plot Points. With the three Bodyguards activating for free, you can leave the 7 Bystanders hanging out in your starting area, giving you 10 extras that are spending no PP and generating 5 PP a turn, which you'll need to really take advantage of the Tomorrow Person's Superhuman ability and all your Unexplained SFX.