Light Side for better DC, access to wisdom gear and better alignment bonus (+3 charisma instead of +50 force points for DS).
All skill checks in the game are possible to do with 8 intelligence and attributes have a diminishing return in point cost after 14, so we want to maximize our attributes.
14 Strength (Str)
14 Dexterity (Dex)
14 Constitution (Con)
8 Intelligence (Int)
14 Wisdom (Wis)
14 Charisma (Cha)
Level 4-8-12-16-20 all on wisdom for better force pool and Difficulty Class for our powers. Not going above 14 does not only maximize our overall stats but also allow us to get the highest amount of attribute points possible with the right gear (dex setup). Other possibilities would be to lower Dexterity and Constitution to raise Strength/Wisdom/Charisma to 16 but i personnally thing that trading 4 points for a return of 2 isn't worth it. The more you go that way, the more ''glass canon'' you become (you can go as far as 16 str, 16 wis, 16 cha, 8 dex, 8 con, 8 int)
Persuade have the highest number of skill checks in the game. To achieve 100% persuasion chance on hard checks, which are pretty rare in the game but still present, we will need to be able to achieve 6 persuade points higher than our character level. This isn't possible even it it is a class skill as it has a maximum of clvl +3, so we have to compensate using the Charisma attribute, which only have 2 possible bonuses during Kotor 1: Force Valor (Up to +5), Light Side Mastery (+3). With our base Charisma of 14, this put us at clvl +5, so we can obtain 100% hard persuade checks by using Force Valor once we get a jedi companion and won't need it anymore after obtaining LS mastery. If not using FV, we still have 75% chance of success with hard checks and 100% with low and average checks before achieving LS mastery.
The 2 other meaningful checks are with Computer Use and Repair. For the CU check, which is for the Mandalorian Weapon Cache side quest, only 7 is needed for a minimal chance of success and the check can be repeated without having to reload, which is the option to apply a serum to induce catatonic state. Rest of the checks are only for spike costs and can be done with party members. For repair, we need 17 to recover all of HK-47 memory before the Leviathan. We have a -1 int bonus and the only item that will give us a Repair boost is the Calrissian Utility Belt for +3. However, we can also obtain the Memory Package implant, which i will explain how later on, which gives us +1 int. With Master Valor, this gives a total of +6, for a +2 boost due to our 8 int. This means that a total of 12 repair points are needed to pass the check.
Persuade maxed on all level ups;
Repair to 12 becoming a consular (will become a class skill, save points until then);
You should have another 8 points left to put where you want. I recommend Demolition for an easier time recovering/disarming mines without having to switch gear. I personnally went with 6 Demolition, 1 Stealth for the small XP bonus on the Harbinger and to test some other things, 1 Security to save some time opening doors and lockers while damage is low. It receives a bonus from wisdom so even 1 point will keep it at a decent level. Keep in mind that unless you absolutely want to use mines or sell them for extra credits, there is no reason to recover them so disarming or blowing them up and healing is also a fine option to avoid gear switch or using another companion.
Awareness has a wisdom bonus so we won't put any points in it. We will be able to reach over 20 still with equipment and our companions can also make the checks for us.
During Taris, every single point of defense will make a big difference. We will focus on 3 feat lines over the game, which are Two Weapon Fighting, Flurry and Implant. For this reason, flurry is out of question so we will go with normal attacks for a little while, which is in fact the better option of all attacks especially on Impossible. This being said, make sure to Queud normal attacks in combat before switching character to avoid the -5 defense penalty of critical strike. Two weapon fighting however will allow us to do 2 attacks per round with no defense cost using normal attacks.
Scoundrel levels (do not level past level 7):
Level 1 : Two Weapon fighting.
Level 2 : Implant 1
Level 5 : Improved Two Weapon Fightning
Granted feats: Improved Scoundrel Luck at level 6 (+4 defense), Sneak Attack IV at level 7 (4-24 extra damage on enemies hit at the back or immobilized)
Jedi Consular levels (should be level 10 total after training if you did all side quests on Taris, repaired some of the remaining droids at a high character level and killed everything including Gadon):
Level 1: Master Two Weapon Fighting
Level 3: Implant 2
Level 6: Flurry
Level 9: Improved Flurry
Level 12: Implant 3
Granted feat: Master Sense (+6 defense), Master Force Focus (Power DC +4), Jedi Defense (Can deflect blaster bolts using a lightsaber, we will not use this and won't need to later on)
You might ask: ''But why not Master Flurry instead of Implant 3'', well we get 8 Feats total and Master Flurry still has a -1 attack and defense penalty, improved has -2. If we use implant 3, we can use the Advanced Combat System which gives us Melee Weapon focus and Specialization for a +1 attack bonus and 2 damage. This means that we're trading 1 defense for +2 damage in the end. If using lightsabers, dexterity modifier can be used for attack so using the Advanced Alacrity implant will give us +5 dexterity for a potential +3 to both attack and defense, which is 3x better than master flurry vs improved if that path interests you.
Why not something else than flurry? Because we want to maximize the number of sneak attacks that we will be doing in a round and also the chance to land a critical hit at the same time using dual Baragwin Assault Blades (20% chance for a critical hit upgraded, 6-36 damage).
If you ever prefer to use lightsabers instead, it is totally viable but you will not be able to benefit from Weapon Specialization extra damage as a consular. You can take Master Flurry instead of Implant 3 due to this unless you want to try the dexterity setup. Going with a Double Bladed Lightsaber using the Heart of the Guardian, crystal Solari (1-8) and Upari (2-12) is going to offer the best flat damage output (5-40), however using the Mantle of Force with Solari (1-8, +2-12 vs Dark Side) and Phond (1-10) will deal the most damage vs Dark Side foes, which are going to be your main targets during the endgame (4-38 +2-12 for 6-50, LS damage will not multiply on crit). Acquiring crystal Phond will require you to kill Mekel on Korriban. Average damage during a round assuming 32 strength would be 262 for dual Baragwin Assault Blades, 234 for the Heart of the Guardian Double Bladed Lightsaber and 226,5 + 33,25 vs Dark Side foes for 259,75 using the Mantle of Force.
As we will be leaving Taris with the Echani Fiber Armor and will keep it until we get Qel Droma Robe, we will focus on powers that we can use while wearing armor first:
Level 1 (8): Force push, Energy Resistance
Level 2 (9): Force Whirlwind
Level 3 (10): Improved Energy Resistance
Level 4 (11): Cure
Level 5 (12): Burst of Speed, Knight Speed
Level 6 (13): Stun
Level 7 (14): Stasis
Level 8 (15): Stasis Field
Level 9 (16): Master Speed, Force Suppression
Level 10 (17): Force Breach
Level 11 (18): Force Resistance or Heal
Level 12 (19): Force Valor
Level 13 (20): Knight & MasterValor
For level 16, if you didn't get to level 15 with another jedi before facing Bandon to make it learn Breach, you might want to take it instead of Master Speed and wait for level 17 for it. If you can get to 17 before facing him, it doesn't matter.
Why energy resistance on such a high priority? Because the improved version will also absorb the first 15 points of energy damage (and other elemental damage) of any attack, which is unlisted but calculated on feedback (energy resistance will not, only the improved version). This is calculated before the difficulty multipler so on RCM Impossible, it effectively absorb 45 energy damage per attacks for a 120 seconds duration for all of your party members. Best buff, keep it active at all time. What you can do if you really don't want it is to use another Jedi to buff your party with it. Using a Verpine Prototype Shield to absorb damage against Bastilla and Malak on the Star Forge is a viable choice as you'll be alone by then. You can replace it with Death Field, Force Choke (cumulative attribute penalty) or any 2 powers that you think might fit in better in that case.
Force Resistance vs Heal is a personnal choice. Most dark jedis that you're going to face are going to have a much lower level than your main character has, which means that force resistance will work a majority of the time (if clvl 20, 90% chance against a level 12 dark jedi, they will be between level 8 and 15 on the star forge for a minimum of 75% efficiency against them, it's 50% base +5% per level lower than you are). Some other enemy jedis, such as Sith Masters, Bastila and Malak have a much higher level and will lower the chances to around 50%. Doesn't mean that it's going to land as you can still pass the saving throw. You're going to be immune to poison due to improved energy resistance so Heal vs keeping Cure will make a 5 hp difference per cast in the end. Your call, i would 100% go for Force Resistance to avoid as many Drain life, Death field and Choke as possible especially solo. The truth is, with Stasis Field and Force Whirlwind nothing will really have the time to throw anything at you so it makes little difference but having an extra layer of protection is always nice as you could always end up RNG choked. I did choose heal for a long time, switched a few playthroughs ago and have no regrets.
Scoundrel bonuses stop effectively improving at level 7 (Improved Scoundrel Luck at 6, Sneak Attack IV at 7) so it is the perfect sweet spot. We do lose a feat compared to 8/13 but gain 2 extra powers instead from Consular 13. We do need those powers for an optimal setup but don't really need an additionnal feat as we already get maximum accuracy and we use improved flurry on debilitated targets so defense effectiveness is heavily reduced. If you really don't care about the Improved Energy Resistance power line, which is simply amazing, you could always go 8/12 and choose master flurry instead. Going at a lower level than 7 will cost 1d6 sneak attack damage, lower than 6 will cost 2 defense, lower than 5 another 1d6 damage, lower than 3 (2/18) another 1d6 damage so sneak attacks are simply useless at this point at 1d6 damage and Carth will have to carry you to Dantooine.
As no powers will be able to inflict as much consistent DPS than we can using this 7/13 setup, there is no reason to go any lower especially that we have Jolee to learn those extra powers if we want to. Do not hope for a better outcome trying to go 9/11. While the sneak attack damage is going to be 1d6 greater, you will not be able to get Master Force Focus (loss of 2 force power DC) and will also lose 3 powers and 2 defense.