I'll go through the builds cause others cover the strategy. There's not much variety in sbd builds, you play pretty much the same way with all of them, they have slightly different advantages and drawbacks only.
Also note: I only list builds which I've seen people have success with multiple times (myself or others), meaning a K/Ds like 40/8 and similiar to that. But there can be other builds that work, I guess there are people who believe in battery 2 builds, but I don't. I think those can only work in a stacked team.
The safest build is probably (what was mentioned in the thread already): 200 hp, firepower 2, battery 3 and cortosis, and you have points for anti-mt 1/zoom/radar/ammo 2 whichever you like. Naturally if there's MT jedi, you should pick advanced logic 1. An advantage of this build is that if you want advanced radar/target, you know these little toys that could be argued that they're useless, you can have them and at the same time you have a decent build too.
A good variant of this is: 125 hp, firepower 2, battery 3, cortosis, magnetic plating. You traded 75 hp and advanced logic/zoom/ammo 2 for magnetic plating. Even with 75 hp less you tank better against blasters (e-11, cr2, a280), but you have less tanking ability vs jedi. Choosing between this build and the previous one depends on the enemy team's class composition.
I'd recommend these 2 for beginner sbds. I see you don't like cortosis, but it's always essential, the teams are always full of jedi/sith, getting hit once by a lightsaber (even by a friendly) is highly likely, so you should invest 10 points so that you lose only 13 hp instead of 150.
Firepower 0 builds: 200 hp, battery 3, magnetic plating, cortosis, (firepower 0)
or 200 hp, battery 2, magnetic plating, cortosis, blast armor: I've never used this, but I list it cause I saw a player using it with great success once, but imo battery 2 builds are only good if you're in the stacked team, in losing team it never works, you run out of battery way too fast in combat, you need to take a rest, which you don't get in a losing team.
Firepower 0 builds are especially vulnerable against melee wooks, otherwise these are the tankiest builds, and can do very well in many situations. You can take the initiative in cramped situations, tank lightsaber slashes and shots for your team while they advance in the room if they dare and you'll still be alive once your teammates got in and killed everyone. However this role is better for sith.
Firepower 3 builds: 150 hp, battery 3, firepower 3: a drawback is that you only have ammo 1 so risk of running out of ammo is the highest with this build
Some people go for 200 hp, battery 2, firepower 3 and then maybe they have points for ammo 2, i'm not sure about that, but combining fp 3 with battery 2 will often backfire, you just lose your battery very fast and then your firepower 3 is probably worse than firepower 0 with high battery.
The crazy fun alternative which is my favorite: 100 hp, battery 3, firepower 3, cortosis, ammo2/advanced logic 1. I've gotten a like to this build idea in 1.3 (cause it was the 1st build iirc where high rate of fire guns' FP drains got buffed), and it worked like charm against jedi spam. Main drawback of the build is naturally that you can die very easily against gunners, so it's not recommended for beginners. But I add it to the list cause it can or rather could work very well.
Although I wouldn't really recommend firepower 3 builds currently cause of the low fp drains when blocking and one of the main advantages of fp 3 was to crush jedi FP in 2 seconds. Against gunners it can still deal massive damage, having fp 3 is very good against melee wooks, but it's just safer to use a firepower 2 build.