This is a very broad thing to try and put into a rateable format and seems better suited to either a list of examples or a case by case analysis, though I have some general thoughts:

It's a series of balancing acts that if understood can be worked in most compositions favour, some examples of these balancing acts are:

-Offense and Defense, if you have a more potent offense then you can afford a relatively lower defense as your encounters will end faster (a nova party for example). If you have a higher defense then you can afford to take a bit longer to kill whatever the other side of the encounter is (Sword and board HAM Fighter, Bear Totem etc.)

-Self sustainability vs healing, if you have a bunch of characters that are relatively self sustaining (Fighter's Second Wind for example) then you can afford to have a lower amount of inter-PC healing available

-Pacing relative to your party's resources, you can have a long rest party with no issues assuming they PCs pace themselves appropriately (i.e. they're not walking into the final combat of the day relying on cantrips and basic attacks), you can have a party that novas hard and regularly providing that they are short rest based and are either seeking those rests or have someone capable of facilitating it (e.g. Cat Nap). Mixing a more resource/rest agnostic class/build in like a Rogue helps to stretch and cover both sides of this (in this example a Rogue can keep going unhindered at the end of a spell heavy day or if the party is struggling to rest).

If you're seeking a method of rating parties then a series of criteria like powerlevels (rated out of 10) seem the most appropriate, something like:

-DPR

-Durability (mixture of active and passive defenses including HP totals)

-Longevity (level of dependency on resources, amount of resources, regeneration time of resources)

-Healing (mixed evaluation of ability to bring a fallen PC from 0, heal to prevent getting to 0 and healing up between combats)

-Utility (skills, utility spells and class features)

-Redundancy/versatility (essentially how effective a party can remain if the specialist in a certain area is rendered unavailable for some reason, such as the primary healer dropping)