If I were making a High Elf E.knt, I'd probably go generalist great weapon route:

Str14, Dex16, Con12, Int14, Wis10, Cha10

Mechanically, you're better off 14/16 than 15/15, although the latter allows full speed in plate armour (in TT plate requires minimum 15 Str otherwise -10 speed.)

I'd go great weapon fighting because of the difficulty in switching hands for spell casting (in TT, but not in BG3). Note that this style applies to versatile weapons in two-hands as well as dedicated two handed weapons. That's a lot of magical weapons he could wield well.

High Dex means you're a good archer from the get-go, and your missile attacks will be better than ranged cantrips pretty much always. You could swap Dex for Int and be a pretty reliable spellcaster at not much loss.

Int14 means I'd go for spells not reliant on save DCs like; Jump, Shield, Magic missile, False life, Blur, Mirror image; or AoE where someone will fail their save and half damage is okay anyway, e.g. Burning hands or Cloud of daggers. Con is a bit modest, so defensive spells are more valuable.

I'd bump Str at 4th and 6th level, and Int at 8th. I'm not keen on feats, but I could sneak one in at 6th or 8th I guess.