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For the workbench get repair up to 20 (with equipment) so you get 100% breakdown of items, otherwise concentrate on persuade but make sure you have a point in stealth, security and demolitions just so you can use them. Your companions (do NOT autolevel them) can handle making stuff at the workbench.
Force speed and Insanity with Master Flurry are all you really need to chop up anything you face.
I'd take CON to 14 in your character creation just so you can use some implants. The one that protects from critical hits is particularly useful.
Starting as a consular, assassin is the way to go.
Sith tremor sword, though, is it a random drop I'll just have to hope for, or is buyable/craftable?
Yes, freeze them with Insanity then benefit from sneak attack.
Of the single handed melee weapons the standard vibrosword can be crafted at the workbench. The Echani vibrosword and Sith tremor sword are random drops. They may turn up at a merchant but will be expensive.
I notice you mentioned duelling so assumed a single weapon but there are some very good double melee weapons in the game so you might want to consider going that route. The benefits of the duelling feats aren't much compared to the extra damage of a double weapon, particularly once you reach the higher levels.
http://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Force_powers#Fury
http://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Prestige_classes#Sith_Marauder
The proposed Consular\Assassin should work well.
Stats: str 8, dex 14, con 16 (+2 on level 8), int 12 or 10, wis 14 (+10 from leveling) cha 12 or 14.
Feats: dual-wielding 3, flurry 3, resilience 3, finesse saber/melee.
Powers: force speed 3 (melee buff), force valor 3 (caster & skillchecks/workbench buff), plague 3 (high chance single target slight saving throws reduction) or force scream 3 (AoE saving throw reduction), destroy droid 3, force wave 3 insanity 3 stasis 3 (CC - pick one or use all).
Weapons: 1h swords with "keen" upgrades or left-hand saber with wisdom and charisma boosting crystals an righthanded saber with "keen" crystal.
Why would you have your constitution that high? I'm actually asking as I've never seen the point to increasing constitution or intelligence after the initial attribute assignment phase at character creation, at least with attribute points. It just seems not much is gained for continued focus on those abilities. Additionally if you leave your constitution at 15 and develop your treat injury skill you can make a "Strengthening Underlay" the best version of which increases strength and constitution by 3, which, if I remember correctly counts towards the characters ability to use implants. With the "Player Character's" Armband item constitution can be left at 14 and it will still be possible to get 18 constitution. I've focused on strength alone and still managed to get my constitution to 22.