Believe it or not, even with a build this strong the wrong approach can result a reload especially on Impossible where you can get 1-3 shotted for a good part of the game.
Lower City:
First Vulkar fight. Equip Carth with a military armor and the echani ritual brand and they shouldn't last long.
Vulkar Gang Bosses in the appartments: 1-2 Frag Grenades will damage them a lot and kill their team, finish them with some backstab sneak attacks. Using an energy shield will negate most damage there as it applies before difficulty multiplier.
Selven: Just wait until you're out of the Vulkar Base and 3 vs 1 her with Carth and Zaalbar.
Sewers:
Room with the Gamorrean Leader and Elites. Repair the small droid inside the room just east, it's very durable. Wait for them to gather around it and throw a few frags, backstab the leader for the finish.
Arena: Twitch and Bendak
Sith Energy shield, Concussion Grenades until they get stunned and critical strike them to death (run after the 3rd one is the target is still alive as they will regain movement). If Bendak's survives, keep your shield up, stay far dodging his grenades and finish him with frags (keep plasma for credits ideally).
Sith Governor
3 vs 1 party throwing Concussion grenades, easy fight. You can also just drag him into a ton of mines.
Calo Nord and Davik
Pick one and 3 vs 1 party throwing frag grenades at him while under an energy shield, you should have more than enough.
Albino Kath Hound: Can be a real problem on impossible. Grab the mines in the containers where the Mandalorian camp is (just west near the crystal cave), set the damaging one down (you'll need a lot), try to drag the regular Kath Hounds 1 by one to dispatch them or debilitate them with Force Whirlwind, drag the Albino into the mines.
Mandalorian Leader: Force Whirlwind each one of them and keep them stuck and they shouldn't last long. There one on the left is using distruptor pistols that can pack a real punch on Impossible so keep him stuck as well.
Rest of the playthrough should be way easier once you have better FP, debilitation and damage.
Calo Nord (Korriban): Easy with this build, i used Canderous and Mission. 3 vs 1 each of his mercenaries (they're vulnerable to whirlwind, you can also throw frags at the one with a blaster and it should damage Calo at the same time) then 3 vs 1 him in melee. I usually fight him on Korriban so buff up and use stims before crossing the loading screen. Try to make him attack Canderous while you and Mission use regular attacks on his back. Mandalorian Melee Shield can help.
Darth Bandon: You should be much stronger at this point. Have Jolee with you and either Juhani or Mission. Use Stasis Field, Force Breach Bandon, Stasis field until it get him stuck with his boys (really easy), force kill on his men using Jolee, sneak attacks on Bandon and the remaining foes. Juhani can even apply a Plague but he dies so quickly that it barely has the time to do anything. The real danger is his Death Field and debilitation really reduces him to nothing.
Terentateks: Vulnerable to Stasis, Jolee can also use force Kill on them.
Droids in general: Not a problem most of the time. If they're not shielded, can be debilitated with Force Whirlwind. If you have Jolee or Bastila with you, Destroy Droid will make quick work of them. The Baragwin Assault Blade will bypass their shields except for it's energy 2-12 damage.
Sulvan Tam Trandoshans: Those can hurt a lot and end you're whole party in seconds on Impossible. try to move forward right away so you don't get overwhelmed by the thermal detonators and debilitate them all. Of course, buffed with improved energy resistance at all time.
Malak can be a pretty tough encounter usually but not with this build. A consular can struggle a lot against him if badly built. If you use Force Whirlwind quickly enough, he won't have time to use Force Immunity so you won't need to Breach him. If he does have time, use force breach, then Master Valor and get him stuck into a Whirlwind. After this he should fall to maximum 2 flurry, most of the time 1. You can sprint around the platform and destroy all the tanks with Force Breach while he is stuck into a Whirlwind to avoid defeating him 8 times which is optimal. Using a Verpine Prototype Shield will absorb both his lightsaber and force lightning damage before difficulty multiplier if he ever manages to hit you so it's an amazing defensive buff to use for this fight.
Malak Defense is an impressive 38. However under Force Whirlwind, he will receive a -4 debilitation penalty and his dexterity modifer of +4 will not be taken into account, which means that he will end up with 30 defense. Using the max DPS setup, we get +32 To Hit Buffed so +30 using Improved Flurry. As we always miss with a roll of 1 on the d20, we need a roll of 2 to hit, which means that having more than +28 To Hit will give us maximum chance to hit and we are above this.
His saves are also very good. His Fortitude save is 38, which is very high. He can be debilitated using Force Choke or Kill on a dedicated force power build (2/18) and will most likely require a Plague debuff first. We will not rely on this with this build. His Reflex Saves however is at 31. While his Will saves is lower, we cannot affect him with insanity due to his immunity to mind-affecting effects. Force Whirlwind will work at 75% chance under Force Valor (Base DC 20 from level, + 4 Master Force Focus, +12 wisdom modifier, +6 charisma modifier for 42 + 5 base force power DC for 47, Malak will save with a roll of 16-20). Once debilitated, his dexterity modifier won't be taken into account for the Reflex save either so he will have 95% chance to fail (20 on the d20 for a save). This means that you can easily chain Whirlwinds one after the other if you want or easily keep him inside one while breaking the captive pods.
For his To Hit, it his very high at 38 just like his defense, which means that you would need to have 58 defense to have 95% chance to avoid being hit by all of his attacks. Maximum defense would be 51 if my calculations are right (10 base, +4 Improved Scoundrel Luck, +6 jedi level 12, +4 18 dexterity at creation, +5 dexterity on level 4-8-12-16-20 and Master Valor, +3 Hyper Adrenal Alacrity, +6 from dexterity gear for +12 dex, Feat and Effects mod 10, Master Dueling +3 ) giving at the very best 35% chance to avoid his attacks, down to a maximum of 20% with Plague. This means 15% chance with Master Flurry and 5% with Master Power Attack. For our build however, even with a dexterity setup using master duelling instead, we would end up at 44 for 70% chance to get hit still. This being said, debilitation, damage reduction and ending the fight quickly to limit the attack opportinities are the best protection against him and we can mix all of those.
His HP is 327 and will run to a captive once it drops below 100, which means that 228 damage is needed. We are above this at 262 average damage per rounds which means that we can reliably 1 shot him during each one of it's phase. To 1 shot him a final time for his entire hp pool, we either need 1 crit with near max damage rolls on all attacks (11 more damage per attacks than average, maximum being 15), 2 crits with damage rolls on all attacks (4 higher) or 3 crits with average damage, a 2 shot is pretty much guaranteed.
Some of those are specific to the build, others are more general so be aware.
Try to always put your scoundrel behind enemies to trigger sneak attacks. Pretty easy to do with Mission as you can put a character to each side of a target. This is especially useful before getting powers.
Keep Improved Energy Resistance up at all time.
Priorize debilitating effect before buffs, but try to start a fight already buffed. Debilitation is both the first line of defense and offense at the same time with this build.
Zaalbar can get Implant 2 on Taris and you can buy a Nerve Enhancement Package at the clinic. If this tactics interests you, it is possible to freely throw concussion grenades while he's surrounded to stun enemies. Everything will die pretty quickly however and powers make this obsolete.
You can quickly heal or buff jedi party members on PC pressing Shift and 4 in alternation (PC). The powers are going to switch for all of your companions unless they don't have it so it can make buffing much easier and less of a chore.
You can put special attacks to other nearby targets during pause if you anticipate ending the fights with your current attack. This allow you to ''cleave'' using a special attack instead of a normal one after defeating your current foe. This also works with powers.
There is an exploit that also work with the RCM and the Code Patch as far as a know that extends the buff of your character for a long period of time. If you buff in front of a loading screen before switching a zone, your buffs will stay on for much longer than they should, allowing you to go all out on the offensive without having to think about recasting buffs. This both works with stimulants and powers. This doesn't seem to work with all of the loading screens, but it does work a majority of the time.
You can take a few Dark Side hits and easily recover your lost points with good deeds afterwards if you do them soon enough (the closer to neutral you are the better). The earlier you commit your bad deeds, the easier it is to regain your points back. I personnally always sell the serum, get T3 for free and kill both the Black Vulkar and the Beks. I also complete the GenoHaradan questline as soon as possible (right after 2nd Star Map), saving quests like the Dantooine family conflict and the quest reward for defeating the Mandalorians for after it's done.
On Tatooine, you can get a lot of xp from completing the Sand People quest and give them the Krayt Dragon Pearl. To get it back, open any container and clear the compound for no DS points, your pearl, more xp, more bounty sticks and a lot of loot.
Beat Sulvan Tam 10 times before buying anything from him for a very good discount of 20% and 750 credits per victory. Also sell everything to him and nobody else as he pays way more than any other merchants.
Repairing Droids will give more XP the higher your level is while enemy XP is going to get diminishing returns. This means that clearing Taris of enemies first then repairing the droids before going into Davik's Estate will yield maximum XP return without having to kill respawning Rakghouls. Keep in mind that becoming a jedi will only make you advance to the next level in xp so obtaining just a bit more than 36000 (enough to level to 9) would be the sweet spot as you will be set automatically to 45000 no matter how far you are in the level, not much xp min-maxing is needed to achieve this honestly if you did everything. This also work while saving levels, so totally fine for this 7/13 build to start Dantooine as a level 10.
For swoop races: Do not switch to last gear while racing on Taris for a slightly faster time (stay at 4th). Also, the bike is slightly faster every time you try. On other planets, wait for the shift meter to be full, it will end up faster than switching too soon and will make those 22:48 times a breeze (you can go as low as mid 21 if you do it right).
If you're lacking credits after selling everything you could think of, the RCM have a pazaak tournament on Manaan where you can win a ton of them easily if you're not afraid to reload. Another great way however that work for all players is to collect the maximum amount of party member craftable items to sell them. You will only receive items if you have less than 11 of them, you can however store them in a container in the cargo hold to get as many items as possible, more informations here. This is what you can ask for:
Jolee: Advanced Medpacks before level 10, Life Support Packs afterwards;
Canderous: Adrenal Stimulants;
Mission: Security Spike Tunnelers (not usable on PC anyway);
T3-M4: Computer Spikes;
Zaalbar: Adhesive, Concussion and Ion grenades.