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Assuming you want to keep your dex, and don't want to eek out another +1 spell DC by getting to 16 Int I'd go for the following stat spread
20, 13, 12, 14, 8, 10
Your skill points are mostly up to you, but I'd switch the Knowledge Nature for Persuasion. Taking a -1 on your perception checks is a small price to pay for passing player character only persuasion checks.If you didn't want to go all-in on your strength score I'd move the points to Int rather tahn having them in Con/Wis
For a regular Magus it's a bit tougher, since you don't have DD to boost your strength, and you lose out on a lot of AC (about 12 or 13 points of AC by endgame, without counting the Crane Style bonus). You also don't have a race like Aasimar that gives you bonus to both Strength and Charisma. Really, you can't do anything with your Int other than get skill points.
If you do want to stay with the vanilla Magus then then I would recommend (18, 14, 14, 14, 10, 10) for stats. Strength is the only attribute you'll raise at level up. Bracers are better than armor (Full dex bonus and a cleric can buff it further with Magic Vestments), so you probably won't bother with armor.
For skills: put enough points in Mobility for the improved defensive fighting (you will be using defensive fighting at times). Otherwise I would probably take Persuasion instead of Knowledge (World), there are some places where you have to make a Persuasion check without the help of your other party members, so it's a good one to have some points in. Trickery is also useful if you want to loot your capital (but not essential).
For feats, you'll want to avoid Power Attack at level 1. Enemies have high ACs and ABs relative to PnP. While you will eventually activate this feat, at level 1 you want as much AC and AB as you can get. If you're going to take the Crane Style feats then Dodge would be a good level 1 choice, otherwise Weapon Focus (Scimitar) would be a good choice (you could pick another weapon, but there are some good scimitars designed particularly for Magi). You'll also want Blind-Fight at some point. Otherwise you should be okay, as long you're not planning on playing on higher than challenging.
Weapon Finesse works on melee touch attacks aswell and agile weapons are plenty if you dont want to invest slashing/fencing grace.
People... Overly appreciate Dex. For Min/Max reasons. Unless you intend your Magus to be getting attacked (and really they shouldn't be, Greater Invisibility / Mirror Images / Displacement / Blur exist for reasons) the difference between a "full dex" build and a Str build doesn't become exceptionally notable until after you've done a lot of Min/Max setup and are in Hard/Unfair difficulty.
Dragon disciple is a subpar class imho, but people love the stat boosts. You lose 3 caster levels over the 10 of the prc in exchange for boosts to your physical stats and dragonic bonuses (bite attack, wings). For me nothing is worth losing 3 caster levels to me when I am playing a caster. There are also some issues about getting spread out too much. Where will you put your feats: melee, metamagic, ranged (= ranged touch) or something different?
There have been several attempts to remake the fabled elvish fighter/magic-user of old (AD&D 1st edition), who could freely mix melee with magic. The magus is the Pathfinder incarnation of that.The magus is also a BAB 15 class and a semi-caster, not a major one, so he is master of nothing, unlike a fighter or a wizard. That is hardly new to semi-classes, who in turn need to develop an edge along their unique class abilities to stay attractive.
He got his damage mechanic, of which all melee classes have one, based on touch spells, which are kinda mediocre past the first levels for a caster, but make a nice bonus to a melee attack. His problem is the number of spells he can employ. To make the most out of the unique mechanics he needs the largest number of spells available, the highest spell level he can get, and a couple of metamagic feats. The much-beloved Intensify Spell is not in game, but empower and maximize are.
You can do some math to see how it checks out. What will he have at level 10 when going straight and what if he doesn't? Will the higher number and level of spells be better than the advantages of dragon disciple at that level or the other way round? Theorycrafting is an old pastime in RPGs, but not everyone's cup of tea. But check at least a little ahead what you will get (and what you won't) before you decide where to go with your character.
Granted, you could still take Power Attack for use at times when you're not channeling touch spells, but you might find a different feat more useful. I find magi, with their (initially) light armor and no shield, to be glass cannons...so I would start with Dodge.
Here's an alternative you could consider too:
https://steamcommunity.com/app/640820/discussions/7/1741100099549502524/
Don't forget the utility of Vivisectionist for boosting strength, one dip into it gives you +4 STR for those fights when you need to hit harder and better compared to the 4 levels sink into DD.
Another feature I like about this build is that you quickly max out your Sneak Attacks, making your character more lethal, sooner.