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The biggest problem would be not balancing the fights but managing so many players in general. Beefing the fights with low-level NPCs is a pretty good way to give characters a way to contribute to a fight.
-Build minions for small group tactics, so that 2-3 make aid another actions for each one attack. This way they could stay relevant even at higher levels and will be hard to ignore while saving time on rolling dice.
-If possible in fights attack the party from different angles or present danger from multiple sides. This way party will need to split, but still be within the confines of the single encounter (so not actually split). This allows for multiple smaller combat fronts that would be easier to manage and also should engage players in the fight better - they need to decide who goes where, especially considering that they seem to have multiple characters with similar combat roles.
-Try and use different low level tricks - many feats that do not work well with the party work very well when you have multiple characters built the same way which allows to effectively utilise multiple teamwork and other support feats.
-Don't make minions to fight to the last man. At least most of the time. This way you can use more of them in combat but party won't need to wipe them all out (that could save a lot of time). Give them a threshold to how many people they need to lose before they run (30% is ok most of the time). Of course for mindless enemies and boss encounters you could make them dig in and fight with all they have.