Mmm... this took me a few months to polish. Unlike a traditional build, this will change enhancements, feats, and ED twists not only 1-20 as you level, but also 21-30 as you gain new abilities.
As your spell pool and spell power grow, you can alter from SLAs to a mixture of SLAs and your more powerful spells. This build does ludicrous AoE damage, is fairly tanky (paladin version is very tanky), and self heals, CCs, and traps. I'm not going to figure out a lvl 30 setup, but leveling was solid:

Feel free to move a few levels around or even a class, lots of varieties work.
Any Race (paladin 3 version is very friendly for new players, especially if Warforged/Bladeforged)
Max Int (good int for new players), good Con, levels in Int
Basic Build 12 Arti > 3 Sorc > 3 Any* > 2 Arti (recommended build)
Master of Knowledge/Simple hybrid 12 Arti > 3 Sorc > 5 Wiz (test hybrid build to try MoK vs non-MoK)
Undead MoK Variant 12 Arti > 1 Sorc > 7 Wiz (recommended build, feat swap 2 construct body feats @ level 20 to Extend and Shield Deflection) (Credit for idea NoKills)
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Feats (hybrid given below, non-wiz drops MT feats)
PLx3 Energy Critical or Doubleshot
1 Maximize (150 SP)
3 Empower (7SP)
4 Construct Essence (Adamantine Body for WF (only warlock invocations and arcane spells are subject to ASF, not SLAs and not Arti spells)
6 Completionist (non-completionists keep going on feat list and pick up Shield Deflection when you can instead)
8 Arti Quicken
9 Insightful Reflexes
12 Imp. Construct Essence / WF: Shield Deflection (you can block and cast at the same time) (Human fits this in as well due to extra feat sometime)
12 Arti Heighten
15 SF:Evo
16 Wiz MT (1% crit)
18 GSF:Evo
20 Wiz IMT
21 EMT (1% Crit) or Construct Exemplar (fleshies non-undead), wellspring (undead)
24 Master of Artifice
26 SP:Electrical Feat swap to Tactics @29 for characters staying at cap
27 Master of Knowledge (90 SP, 60% Crit Multiplier) (skip to 30 feats for non-MoK builds)
28 Hellball
29 Dire Charge
30 Scion of Fire
30 Master of Air or Intensify
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Enhancements
Evolve enhancements as needed. Level 1-19 get what is useful out of AT, with air savant crit, sorc crit, and harper after you are done.
This is a good spread for level 15:
40 AT T5C4 everything useful
8 Air Savant
8 Harper (get this before you hit gh/vale for repeater use on lightning immune)
Level 20 and non-MoK spread is below 4 posts.
This is a possible MoK AP spread for level 29:
13 Air Savant T3 C2 (53 SP, 6% Crit, 2 caster level, 1 Max CL)
24 AT T4C4 (45 SP, 3% Crit, 1 Int)
35 AM T5 C2 (35 SP, 9.3% crit, 2 Int, 1 DC, 13.3% crit multiplier)
8 Harper KTA (1 SP, KTA, into to hit)
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ED: Start in Draconic, twisting whatever, since draconic ability caster levels will be high (character level + 5 ED level + 2 sorc level = 27+), warlocks twist Empyrian
At 24 with master of Artifice, try out Magister with Blue Draconic Heritage (lightning), Energy Burst (lightning), Evo Focus (draconic), (tactics after 29). (3 Max Air Caster levels, 3 Max Evo caster levels, 11 Caster levels, 20 SP, 3 DC, 10% Crit, 6 Tactics DC)
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Gear of Note
LGS Lightning Spell Crit Dmg accessory (35% crit dmg)
LGS Vacuum Main Hand (150 Enhancement, 7 Int (insight), 37 Exceptional) (make a hand axe for future swashbuckling builds)
RNG Lightning Crit Ring (up to 25% Crit) or spell crit necklace
PDK or other Tower Shield (Master's Touch for shield deflection proficiency) + Spell Power Augment (any for +24 SP implement)
Tactics gear at 29: Epic Animated Rope + Legendary Pendant of the Warrior or epic boots of the innocent + epic spare hand/Spare Hand
Heroic/Legendary Pansophic Circlet (Equipment 131, Insightful 65, Quality 15)
Construct's Mantle (repair amp, Qual magnetism +36, 3 qual int)
Prowess Ring/Fatal Flaw Repeater/Animus Runearm
Heartwood Docent (sheltering/repair amp)
Trapping: Spare hand + Spyglass
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*Any 3 Classes: 3 Druid for more crit and 1 more caster level to free up an arti lvl for 4 sorc for wings no body feat allowed, fire sla for empyrian, 3 warlock for bigger crits + aura to fuel empyrian, 3 more sorc for wings/displacement, 3 Wiz for feat/invis+blur sla (invis > dire charge is great initiation), fighter for ranged feats + def stance, monk feats + evasion, pali def stance+ DG, 2 FVS 1 sorc to implement LGS and just rewards proc w/ lantern ring and wings, 2 arti 1 sorc for reconstruct+wings, etc. Pali is for face rolling EE/LE solo.
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Lightning Immunes: You can break the DR of every lightning immune mob in the game except the wizard king with cold iron bolts from House D combined with the level 5 spell Planar Weapons for good/evil alignment. Insightful damage spell combined with harper Int to hit and Know the Angles will make short work of them, especially with Fatal Flaw repeater and banishing runearm Animus. You can still AoE daze them with lightning sphere, and pick them off one by one. For wiz king, you will want a silver slinger, or just a blunt weapon of beatdown. You can also try flame turret spell, but champions tend to 1 shot it.
Also can take dragons breath/energy vortex of non-lightning element and use draconic in quests with lightning immunes.
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Caster level Note: Arti SLAs and spells cap at level 10 generally. Master of Artifice/Air will raise that cap to 20. 14 Arti levels, plus being in an arcane sphere ED adds +5 Arti caster levels, +1 more electric caster level from sorc air savant core 1 will bring your electrical casting to the Master of Air/Artifice cap of 20.
Blue Draconic Heritage Lightning will add 3 more caster and max caster levels to lightning spells. Master of Evocation will add 3 more caster and max caster levels to evocation spells (which includes lightning spells). Core 2 Air Savant will add 1 more caster and max caster level to lightning spells. This will add up to another +7 levels and max caster levels, for a total of 27 to lightning. This will increase the total damage die (damage) of your spells. Lightning bolt, for example, does 1d6 base damage per caster level. Cast at level 27, it will do a base of 27d6 damage.