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The thing is that in the D&D tradition of RPGs, each class has enormous specialization potential, and enough options that it's impossible to have a generalized "ultimate build".

For the sake of comparison, I'll talk about Dragon Age for a second. My character is a Warrior. Warriors in Dragon Age are, by nature, physical combatants. That is pretty much all they do. However, each warrior can have very different specializations. Broadly considered, a Warrior can fight with a sword and shield, with two weapons, or with one big-ass weapon.

My warrior uses single weapons meant to be used with both hands. Within this you can spec for mass damage, for crowd control, or for debuffing/damage absorption. And more, besides.

You also get specialization classes; right now my character is specialized as a Berserker, which gives you big bonuses to damage and health regeneration, and later I'll probably take Reaver to make me more self-sustaining, but I could also take the anti-magic Templar or something else I forget.

It would be impossible for the game to intelligently give me a well-optimized build to match my playstyle, because predicting that would be based on nothing.

Consulars in KotOR are much the same; will you be a buffer? A debuffer? Healer? Crowd control? Damage dealer? It would not be reasonable to think the game could pick that for you; you only have so many force power slots and dozens of power levels you can choose.

I am very sorry I didn't tell you to go and talk to your party members all the time, you missed out on what was maybe the best part of the game