Actually, for my money I wouldn't take a Predictamancer along for the ride. Want to defy Fate? Mathamancer-Thinkamancer-Carneymancer. If Fate is absolute, then there's zero chance of Fate can be defied and the premise is invalid. Given the assumption that Fate can be defied, that allows for a chance that another event may occur in place of the Fated one. Probability is Numbers. Numbers is Mathamancy.
It has already been shown that Mathamancy can make sophisticated long-term predictions about the future. Yes, that was Parson's Augmented Watch, but Mathamancy nonetheless. With a sufficiently skilled Mathamancer aided by a Thinkamancer, it could be argued that it could be done again and maybe better. It has also been shown that Luckamancers can nudge things in the short term, and possibly in the long term based on Count Downer's comments, but Carneymancers are the wild cards of Erfworld. In addition, they are on the Axis of Fate, leading to the choice of Carneymancer over Luckamancer.
Make predictions with Mathamancy. The probably of the Fated event occurring may be 99.6%, leaving a very small chance for something else to happen. If anyone can make sure that someone hits that .4% window, it's a Carneymancer.
"All warfare is based on deception" - Sun Tzu, Chapter 1, Line 18, The Art of War
"The principle of strategy is to know ten thousand things by having one thing." - Miyamoto Musashi, The Book of Earth, Go Rin No Sho