Xarathos does Star Wars: Since no one demanded it! In all seriousness, though, I've been discussing a Star Wars game with one of my friends, and so I got to poking around on the boards looking at some of the Jedi builds - especially Batgirl III's Playable Obi-Wan. But what I really wanted was a Jedi template - some common foundation to start with when building custom Jedi of my own.
So I decided to borrow a few things from the previous excellent builds and make my own brief:
Guide to JediCustomization: Feat selection, stats, skills, and additional alternate powers. Decision as to whether the greatest focus will be on lightsaber combat or on Force powers (Guardian/Counselor/Sentinel/etc if you're into those kinds of distinctions - Yes, I admit it, I've been playing KOTOR). Raise rank of lightsaber to replace Strike with Blast and possibly add Split Attack. Raise ranks in Dodge Focus and add one or more ranks of Weapon Specialization (lightsaber), or a more general attack bonus if you're playing a combat specialist (as opposed to the "mage with a blade" that is a Jedi Counselor.)
Add a second lightsaber and feats designed to allow for two weapon fighting (Ambidexterity, etc) or the like. Add Split Attack and Extended Reach to the lightsaber to represent a Double-blade. Add blaster pistols, space ships, season to taste...
And, of course, if you're playing that kind of game, add Benefit (Jedi).
Without further ado (because I've already given it too much), the template itself:
Basic 'Jedi' template: 57 pp. ______________
Skills: Knowledge (Jedi Lore) 4, Sense Motive 4, Acrobatics 8
Feats: Improved Block, Dodge Focus 1, Defensive Roll 1, Luck 1, Acrobatic Bluff
Powers:
ESP 4 (Visual; Flaw: Action [Full, -1]) (2pp)
Super-Senses 10 (Detect 'Force' 4 [Mental; Accute, Ranged, Assessment]; 'Force' Awareness [Mental]; Precognition [Precognition has Flaw: Unreliable, -1], Danger Sense) (8pp)
Telekinesis 8 (Extra: Action [Move, +1]; ) (24pp)
+ 5 Alternate powers. Samples below:
AP: Illusion 10 (One sense type; Extras: Action [Move, +1], Duration [Free, +1]; Flaws: Phantasms [-1]; Power
Feats: Precise, Selective, Subtle [2]) (1pp)
AP: Mind Control 10 (Extra: Conscious [+1]; Flaw: Duration [Instant (Lasting), -1]; Power Feat: Subtle) (1pp)
AP: Trip 8 (Extra: Area [Cone, +1], Knockback [+1], Selective Attack [+1]; Flaw: Touch [-1]) (1pp)
AP: Boost 8 (all physical traits; Extra: Total Fade [+1]; Flaw: Personal [-1]) (1pp)
AP: Suffocate 8 (Extra: Range [Perception, +1]; Flaw: Action [Full, -1]) (1pp)
Device 3: Lightsaber (Easy to Lose, 15 PP): 9 pp[Strike 4 (Extra: Penetrating [+1]; Power Feat: Improved Critical [2], Mighty [1]) (11pp)
AP: Corrosion 4 (Power Feat: Improved Critical [2], Mighty [1]) (1pp)
Telekinesis AP: Deflect 8 (energy attacks; Extra: Action [Free, +2]) (1pp)
Telekinesis AP: Deflect 6 (energy attacks; Extra: Action [Reaction, +3]) (1pp)
Telekinesis AP: Deflect 6 (energy attacks; Extra: Reflection [+1], Action [Free, +2]) (1pp)
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Lightsaber Forms: I'd build these as a 'martial stance' which can be AP'd to let the Jedi switch between them as the situation demands. This is the "Ultimate Refinement" variation, mainly available to Jedi who are actual students of an academy. Take a look at some of the combat styles for inspiration, with the emphasis on whatever the form primarily teaches. Probably a given Jedi shouldn't have more than 2-3 forms, but then again there's always an exception. Form I doesn't count.
The following forms should be built to around 10 points each. They may include a force power or two, as well as alternate powers for Telekinesis that fit the philosophy of the style.
Form I: "Way of the Sarlaac" - This really isn't going to be discussed much, since it's the very, very basics and covered above. Mostly this is covered by having Improved Block on your character sheet and knowing the deflect powers attached to the lightsaber. The EXTREME fundamentals of lightsaber combat, and only once (to my knowledge) has anyone been described as a "master" of Form I.
Form II: Makashi "Way of the Ysalamar" or "Contention" - lightsaber versus lightsaber.[Improved Block 1, Improved Disarm 2, Accurate Attack, Assessment, Sneak Attack, Weapon Bind, Defensive Attack, Break the Style, Ultimate Effort: Block]

My own take on the form of combat favored by Count Dooku. In this case Assessment and Break the Style should use Knowledge (Jedi Lore) to evaluate the combat forms of other Jedi.
Form III: Soresu "Way of the Mynock" or "Resiliance" form: Pure DefensePerfect Defense: Immunity to Ranged Attacks (Concentration): 5pp
AP: Untouchable: Immunity to Melee Attacks (Concentration)
Defensive Attack, Improved Defense 2, Accurate Attack

This is my take on Obi-Wan's 'impenetrable' stance with very little emphasis on actually connecting any potent blow with your foe and a lot on avoiding getting hit with a little bit of harassment thrown in. Form III is all about not dying and annoying the shit out of your enemy until he lets his guard down (if he ever does.) A master of Form III cannot be killed in battle. . . but he might not be able to finish off his enemy, either.

If he's using his immunity to a particular type of attack, then he's not attacking, either (unless he gets extremely creative with move-action telekinesis).
Form IV: Ataru "Agression"
[Leaping 2, Spinning 2, Telekinesis AP: Super-Speed 2 (Power feat: Rapid Attack and Wall-run), Extended Reach (Lightsaber), Distract, Move-by attack]

This is the acrobatic ideal of lightsaber combat, leaping across the battlefield, spinning around, racing between foes, etc. It's intended to both look cool and shred mooks, but its biggest advantage is battlefield mobility. Fairly basic, though if anything it's under pointed. I had to give the Super-speed as an alternate power of Telekinesis in order to fit it in.
Form V: "Shien/Djem So", "Way of the Krayt Dragon", "Persererance" [Power Attack, Veteran Fighter, Improved Block 1, Assessment, Break the Style, Accurate Attack, Weapon Break, All Out Attack, Takedown Attack
AP's of Telekinesis: Add Autofire to Lightsaber's Strike (1pp)]

The first part of this form's philosophy is basically an even bigger emphasis on deflecting attacks back at your foe, combined with a strength-based melee approach. The first part is reasonably well covered by just having the reflect extra on your deflect power 'at the ready', as it were, and basically comes down to good roleplaying. The other feats represent the second part of this philosophy, which is intended to be a 'brutal' lightsaber form, but far less of an acrobatic one. Please note, the autofire power above is not meant to be used with corrosion.

Veteran Fighter is a feat from Warriors and Warlocks that lets you trade in the DC bonus from a critical hit for some other effect, like stun, and it's one of my favorite feats in just about any genre of play where it makes sense.

I couldn't decide whether Weapon Bind or Weapon Break made more sense for this form's philosophical leanings. Either could have worked well in that slot, but I mainly chose break to differentiate the style further from Form II.
Form VI: Niman, "Way of the Rancor", or "Moderation" 
As cool as the name is ("Rancor" tends to evoke a lot more fear than this form deserves) this is a polite way of saying that you have no specialty, Mr. Diplomat. It's supposed to be a balance between all the other forms, but let's get real: none of the jedi who were masters of this form survived that little battle in Episode II. Does anyone want to try and strike a 'balance' here?
If you do, just forget about using martial stances and pick a few parts of each form that are useful but de-emphasis the flashier side of things, and without the nifty "immune to attacks if I concentrate hard enough" thing from Form III.
Form VII: Juyo / Vaapad "Way of the Vornskr" or "Ferocity Form" [Power Attack, Extended Reach (Lightsaber), Accurate Attack, Defensive Attack, All Out Attack, Rage, Takedown Attack, Assessment, Break the Style, Improved Block

Mace "The Man" Windu's preferred Saber form, this is how it breaks down in my head. The "Rage" feat was added mainly because of how closely this form treads with the Dark Side, while it's otherwise a blend of forms V, IV, and II in its leanings.
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And there's my take on it, though it's really just a preliminary stab. I'm not sure I differentiated between the forms enough, but it works well enough in my head - only way to be sure is to playtest it, though. I just hope I did the Jedi justice.
Comments appreciated and welcome, as always.