The maximum raid group is 24 in EQ2. Not sure why, but SOE slapped that max for this game.
A previous problem with certain classes was that abilities didn't stack. Meaning, 2 level 50 Conjurers that would cast the same spell couldn't get both spells to take effect. THis woul dmake more than 1 conjurer in a raid pointless (not good for conjurers).
There are sweeping changes coming for Live Update #13, so that will allow guilds to adjust how they regulate their groups. Changes include stacking of spells.
The current end-level is 50 and it will be raised to 60 with the soon-to-release Desert of Flames (or as I like to call it, Baked Alaska) [yea, I know dessert is spelled with 2 s's].
Scouts end up into several classes that have varying ways of damage. All of them have tracking, and some form of stealth:
Ranger: do their best damage with ranged weapons (bow) and attacks from stealth and behind the mob.
Troubador: Lot's of self/group buffs, few ranged or rear attacks.
Swashbuckler: High speed attacks, few rear and ranged attacks.
I've heard of Rangers that have complained of not being able to solo difficult mobs since they need to get behind the mob. However in a group, they will easily out-damage almost everyone.
Good news is that there is lots of solo content in all zones, so you will be able to solo from 0-50 in no time flat. :)
Keep in mind that solo mobs give less loot, while harder group mobs give better loot.