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There are sufficient differences between the quests for light and dark that it is worth playing twice, once on each. For that matter it is actually worth playing as male and again as female for the different companions and dialogue.
Before you start a new game install TSLRCM as it helps the flow of the game (and you get a lot more of HK47 who is always good value, especially for a darksider).
Sentinel/watchman/assassin: LS: +3 constitution, DS +3 dexterity.
Consular/jedi master/sith lord: LS +3 wisdom, DS +50 force points (3 wisdom definitely outweighs 50 force points, but dark consulars are only slightly weaker then lightsided)
Note that every class of your character gets a benefit from full light/dark alignment, so if you play a consular/jedi master and went full lightside you get +6 wisdom total.
As for force powers - depends on the playstyle. Consular-based characters need force valor for +5 wisdom/charisma, then stasis/fear/force push (usually enemy's fortitude, will and reflex have the same value) for crow control, force lightning for not-so-highly-damaging AoE, force choke for massive single target damage (3rd tier kills any target in two casts, some survive with 1 hp or so) and destroy droid.
Sentinel and guardian-based characters need just one force power - speed.