Evasion is the god talent. If you can get it, you do. Area attacks are THE way people try to hose Jedi. Deflect + Evasion means that autofire makes you chuckle (Hmm, they take a penalty to hit me, they do half damage on a hit and none if I deflect it). Grenades are still an issue, but if you -know- you're gonna run into a lot of them you can ready an action to push one back. I forget what book it is, but it's a new use for UtF in some book.
Ithorian + Temp FP capacity + lots of force powers = force wizard. You just have to avoid powers that oppose defenses at higher levels...since high level opponents have defenses that improve faster than your Powers. (Unless you can squeeze a Destiny Bonus to Use the Force in. That's ANOTHER +5 that stacks, giving you 15+half level+Cha+d20 vs. your opponent's 10+level+class+Ability) That's when the high level math doesn't screw you. Cutting out a lot of factors, it becomes d20+(small number) vs. 1/2 level. Compared with d20 vs. 1/2 level + small number. I'm sure someone could make a graph to show where the cutoff points are for Skills vs. Defenses.
Honestly, it's all about what your party has and what they need from you, what enemies there are. If there's gonna be dark side force users, grab Rebuke once or twice. If they don't have someone to play with the action economy, throwing together a hit-you-with-the-glowy-stick Jedi that takes Improved Stunning Strike from Elite Trooper (Clone Wars CG) to --eliminate a foe's standard action and move them 2 steps down the CT-- if they're big enough and tough enough to withstand a Powerful Charge. I'll admit it's kinda my favorite rig, but it WORKS at low levels and high levels. Grab a collection of powers like Energy Resistance that take a swift action to maintain...a swift action you don't use as a Jedi anyway. Negate Energy gives you an alternate defense against a hail of fire. Tack on a Jetpack for kicks and giggles if you wish, just to screw with people who think that flight will save them.