From what's being described in the OP these channelers and their adds are only the first part of the fight and of the things you listed, I'm pretty sure you have pretty much every class covered:
10 Healers (Druids/Pallies/Priests/Shamen)
6 Tanks (Druids/Warriors) + Pallies?
4 Interrupts (Shamen/Rogues/Warriors) + Mages?
5 (Warlocks) + Hunters?
The only classes you're missing there are mages and hunters. Hunters can easily sub in for warlocks in dealing with the adds (kiting/trapping), leaving only one class out of the mix. Mages, who can also interrupt (although not as well as rogues/warriors) and may be better for phase 2 since it is a "fire" fight (pun not intended

although I don't really know enough to comment on that. Basically, I don't think that the group composition you listed there is very unreasonable. If anything you could even drop a tank from that list since the OP said they usually killed one of the adds before the 2min timer was up and have that add's tank pick up Mag.