Good point, Tom. Thanks for bringing it up!
Iteration is a safe method, but it has two downsides. It uses only ten if there are more assigned as a child object, It keeps that sequence.
Since creating one table and cloning the whole table would have the same sequence than for each, a more complex set up would be needed.
Since you mentioned 60 different combinations above, I had no indication that there was a problem, so I focused on some slight variation to keep the needed 90 people different, which seemed comfortable with 60 already.
One option is given with the Random Effector, and its Sorted option. But also here, if a single table is done first, then cloned, the effect of the same sequence is perhaps noticeable. Rotating the tables as you have shown is very helpful.
Scene file
https://www.amazon.com/clouddrive/share/m2znQEXCp3gOkSiyRT3Ga7IJpaJQRqOUsK0nz7nPIu4
Since you have 14 models, perhaps changing six copies and populating four (e.g., 5+5+5+5 are four combinations with ten) tables might help even more. Well, it gets more complicated.
Scene file
https://www.amazon.com/clouddrive/share/m2znQEXCp3gOkSiyRT3Ga7IJpaJQRqOUsK0nz7nPIu4
https://help.maxon.net/us/#OERANDOMIZE-ID_MG_BASEEFFECTOR_GROUPEFFECTOR
Perhaps the textures are based on the same UV and could be distributed via MultiShader, which allows for a more substantial amount of combinations.
I’m happy to look into a given scene or idea, to discuss all possible setups would indeed bore you.
Cheers