Assorted thoughts:
Condition Track is the way to victory. So doing lots of damage and finding ways of doing other CT damage (Gunslinger, Bounty Hunter, Scoundrel) are quick ways to win.
Force Gish is the way to go for a Jedi beyond, say, eighth level.
Move Object is probably the most versatile power in the game. You want it at least once.
At higher levels, Cloak (with the Improved Cloak force technique) + Phase lets you wallhax invisibly.
There aren't very many attack-boosting powers. That's okay, because you can get feats and talents to make a 12th level Jedi-type (Soldier3/Jedi4/Elite Trooper1/Jedi Knight4) charge for +17 at 2d8+18 and if you beat their fort defense with the damage...they go down two steps on the track and lose their standard action.
As a Jedi, your reflex defense doesn't matter if you've got a lightsaber, block, and deflect (along with Shii-Cho and Soresu at higher levels). So go ahead and charge. Skill Training + Skill Focus: Use the Force with a decent charisma mod makes you pretty much able to keep up with attacks. The aforementioned Jedi had a UTF of +18.
There's a Jedi Knight Force Technique called Force Point Recovery. Take it ASAP. (Sadly you can only take it once). The more FP you can bring to bear, the more silly tricks you can pull, the more low dice rolls you can adjust for.
One last thought on Jedi: take your first level in something else. Anything else. Since first level determines largely what skills you'll have for the remainder of the game...
Above all...SAGA makes it hard to make a BAD character. Yes, you can make excellent characters, but so long as you -try- to play a solid character, you can do it.