For a Jedi why not something akin to this?
Basic Jedi: Human Male Human Paragon 1/Ardent 2/Human Paragon 2/Ardent 1/Warblade 1; CR 7; Medium Humanoid (human); HD 3d8+6, 3d6+6, 1d12+2; hp 52; Init +1; Spd 30 ft. (20 ft. in armor); AC 16 (10 +5 armor +1 dex), touch 11, flat-footed 15; Base Atk +5; Grp +7; Atk +8 melee (1d10+4+1d4 sonic/19-20x2, lightsaber); SQ Adaptive Learning (Iaijutsu focus), Psionic Mantle (Knowledge, Guardian & Destruction), Battle Clarity (reflex saves), Weapon Aptitude; AL LG; SV Fort +6, Ref +3, Will +9; Str 14, Dex 12, Con 14, Int 14, Wis 16, Cha 10.
Skills, Skill Tricks and Feats: Concentration +12 (10 ranks +2 con), Diplomacy +8 (8 ranks +0 cha), Iaijutsu Focus +14 (10 ranks +0 cha +4 insight bonus), Knowledge (Local) +12 (10 ranks +2 int), Knowledge (Nature) +10 (8 ranks +2 int), Psicraft +11 (9 ranks +2 int), Read/Write/Speak (Common, Draconic, Undercommon) and Tumble +4 (7 ranks +1 dex –4 ACP); Collector of Stories; Combat Expertise, Fearless, Martial Weapon Proficiency (Short Sword), Knowledge Devotion, Stand Still and Steady Concentration.
Powers (ML 5; 32 power points/day): Defensive Precognition, Detect Hostile Intent, Mindlink, Psionic Suggestion, Read Thoughts and Vigor.
Maneuvers (IL 4; 3 readied): Action Before Thought, Moment of Perfect Mind, Mountain Hammer and Stance of Clarity.
Variants: Substitute Powers [Mind’s Eye]
Powers
Mind link: You forge a limited mental bond with another creature.
Defensive Precognition: Gain +1 insight bonus to AC and saving throws.
Vigor: Gain 5 temporary hit points.
Psionic Suggestion: Compels subject to follow stated course of action.
Read Thoughts: Detect surface thoughts of creatures in range.
Detect Hostile Intent: You can detect hostile creatures within 30ft. of you.
Maneuvers
Stance of Clarity: [Stance] Gain +2 AC against one foe, -2 against all others.
Moment of Perfect Mind: [Counter] Use Concentration check in place of Will save.
Action Before Thought: [Counter] Use Concentration check in place of Reflex save.
Mountain Hammer: [Strike] Deal +2d6 damage, overcome DR and Hardness.
Equipment: Lightsaber and Breastplate
Or if you wanted something more akin to Yoda?
Ancient Jedi: Male Venerable Kobold Ardent 4/Swordsage 1/Ardent 1/Swordsage 1; CR 7; Small Venerable Dragon (reptilian); HD 5d6+0, 2d8+0 ; hp 93; Init +5; Spd 15 ft.; AC 24 (10 +4 inertial armor +4 dex +1 natural armor +1 size bonus +4 wis), touch 19, flat-footed 16; Base Atk +4; Grp -2; Atk +7 melee ((1d8+5+1d4 sonic/19-20x2, lightsaber); SQ Darkvision (60ft.), Light Sensitivity, Slight Build, Psionic Mantles (Knowledge, Guardian & Destruction), Quick to Act (+1), AC bonus; AL LG; SV Fort +1, Ref +8, Will +11; Str 6, Dex 18, Con 10, Int 18, Wis 18, Cha 12.
Skills, Skill Tricks and Feats: Concentration +10 (10 ranks +0 con), Diplomacy +6 (5 ranks +1 cha), Hide +15 (3 ranks +4 dex +8 racial bonus), Knowledge (Arcana) +8 (4 ranks +4 int), Knowledge (Local) +14 (10 ranks +4 int), Knowledge (Nature) +14 (10 ranks +4 int), Knowledge (Religion) +8 (4 ranks +4 int), Psicraft +13 (9 ranks +4 int), Read/Write/Speak (Common, Draconic, Undercommon), Ride +5 (1 ranks +4 dex) and Sense Motive +14 (10 ranks +4 wis); Collector of Stories; Dragonwrought, Epic Toughness (x2), Improved Unarmed Strike, Shadow Blade, Weapon Finesse and Weapon Focus (Setting Sun weapons).
Traits and Flaws: Frail, Slow
Powers (ML 5; 35 power points/day): Clairvoyant Sense, Empathy, Inertial Armor, Psionic Suggestion, Read Thoughts and Vigor.
Maneuvers (IL 4.5; 4 readied): Action Before Thought, Child of Shadow, Counter Charge, Drain Vitality, Emerald Razor, Moment of Perfect Mind, Mountain Hammer, Shadow Jaunt and Step of the Wind.
Variants: Substitute Powers (Mind’s Eye) and Unarmed Swordsage (Tome of Battle).
Powers
Empathy: You know the subject's surface emotions.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
Vigor: Gain 5 temporary hit points.
Psionic Suggestion: Compels subject to follow stated course of action.
Read Thoughts: Detect surface thoughts of creatures in range.
Clairvoyant Sense: See and hear a distant location.
Maneuvers
Moment of Perfect Mind: [Counter] Use Concentration check in place of Will save.
Action Before Thought: [Counter] Use Concentration check in place of Reflex save.
Mountain Hammer: [Strike] Deal +2d6 damage, overcome DR and Hardness.
Child of Shadow: [Stance] You gain concealment as long as you move.
Emerald Razor: [Strike] Turn melee strike into touch attack.
Shadow Jaunt: Teleport 50 ft. through shadows as a standard action.
Drain Vitality: [Strike] Attack deals 2 points of Constitution damage.
Step of the Wind: [Stance] Ignore difficult terrain, gain bonus against foes in such terrain.
Counter Charge: [Counter] Ruin charge attack, force charging foe to move away from you.
Equipment: Lightsaber
They could use these mantles?
Knowledge Mantle (The Force)
Granted Power: While psionically focused, you can make Knowledge checks as if trained. You can expend your psionic focus to gain a +5 bonus on one Knowledge check.
1. Detect Psionics (1): You detect the presence of psionics.
2. Mindlink (1): You forge a limited mental bond with another creature.
3. Vigor (1): Gain 5 temporary hit points.
4. Clairvoyant Sense (2): See and hear a distant location.
5. Psionic Suggestion (2): Compels subject to follow stated course of action.
6. Read Thoughts (2): Detect surface thoughts of creatures in range.
7. Telekinetic Maneuver (4): Telekinetically bull rush, disarm, grapple, or trip your target.
8. Psionic Divination (4): Provides useful advice for specific proposed action.
9. Correspond (4): Hold mental conversation with another creature at any distance.
10. Remote Viewing (4): See, hear, and potentially interact with subjects at a distance.
Justice Mantle (The Light Side)
Granted Power: You can expend your psionic focus as an immediate action to make an attack of opportunity against a foe that attacks one of your allies.
1. Empathy (1): You know the subject's surface emotions.
2. Bestow Power (2): Subject receives 2 power points.
3. Empathic Transfer (2): Transfer another's wounds to yourself.
4. Sustenance (2): You can go without food and water for one day
5. Serenity (2): Pacify a creature and stop it from fighting.
6. Restore Extremity (5): Return a lost digit, limb, or other appendage to subject.
7. Psionic Restoration (5): Restores level and ability score drains.
8. Psionic Revivify (5): Return the dead to life before the psyche leaves the corpse.
9. Suspend Life (6): Put yourself in a state akin to suspended animation.
10. True Metabolism (8): You regenerate 10 hit points/round.
Destruction Mantle (Battle)
Granted Power: You have the Improved Sunder feat as long as you are psionically focused. If you expend your focus as part of a sunder attempt, the hardness of the object you are sundering is treated as 4 less.
1. Inertial Armor (1): Tangible field of force provides you with +4 armor bonus to AC.
2. Force Screen (1): Invisible disk provides +4 shield bonus to AC.
3. Defensive Precognition (1): Gain +1 insight bonus to AC and saving throws.
4. Detect Hostile Intent (2): You can detect hostile creatures within 30ft. of you.
5. Hustle (3): Instantly gain a move action.
6. Psychic Containment (3): Temporarily disallow the use of psionics for a single creature.
7. Touchsight (3): Your telekinetic field tells you where everything is.
8. Schism (4): Your partitioned mind can manifest lower-level powers.
9. Energy Adaptation (4): Your body converts energy to harmless light.
10. Psychic Crush (5): Brutally crush subject's mental essence, reducing subject to -1 hit points.
And this could be their Lightsaber?
Basic Model Lightsaber ($11,350 gp or $2,769 with a dedicated Lightsaber crafter)
Sunsword with the Sonic, Focus and Deflecting enchantments with a Lesser Crystal of Return coupled with a Glove of the Master Strategist.
A +1, Masterwork Bastard Sword (treated as a Short Sword whenever advantageous) which does a extra 1d4 points of sonic damage on a successful hit and bestows a +4 insight bonus to the wielder's Iaijutsu focus checks while carrying the weapon, even if the weapon is sheathed. The lightsaber may be drawn as a free action and you may call it to your hand from 30ft away as a move action. In addition you can try to knock projectiles aimed at you out of the air. Once per round when you would normally be hit by a ranged weapon, you may make a DC 20 Reflex saving throw (if the ranged weapon has a magical enhancement bonus, the DC increases by that amount). If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not flat-footed. Intrinsically connected to the Lightsaber is the mystical handling glove which allows you to store and retrieve held items into the glove as free actions as well as activate True Strike 1/day.
With a dedicated lightsaber crafter we can knock that price from $11,350 to $2,769 by using the Extraordinary Artisan, Magical Artisan (Craft Arms & Armor), Apprentice (Craftsman) and Blazing Forge planar touchstone feats in addition to restricting it to only those with a rank in Knowledge (Religion) and those of the Ardent Class (I'm just selecting for all practical intentions).