Throwing is notable for basically one thing: it can be both dual-wielding and ranged. And those combat styles share a common element: they focus on a large number of attacks. The thing about throwing is that it can, in theory, be both at once and get all the attacks.
This commonality actually goes a bit deeper: both of these combat styles get all these attacks through feats. Archery typically uses 6-7 feats.1 Dual-wielders need at least 3.2 Throwing itself often adds in 1 or 2 more.3 In a game where you only get 10 by default, and those slowly over the long course of the game, and several of them are burned on useless feats you need to get the real feats later, that is an untenable situation.
Thus, a good thrower is always going to have to involve bonus feats. Neither knife master nor hurler get any. If you use either, it will have to be done with some judicious multiclassing, but note that Pathfinder punishes multiclass characters extremely harshly.
The most efficient way to get bonus feats, of course, is with fighter. Fighter also improves your accuracy, particularly over the knife master, which is good because many of these feats involve attack penalties.
There are, kind of surprisingly, no fighter archetypes focusing on thrown weapons, though the two-weapon warrior has some benefit for you. Ultimately, though, its effects aren’t that good, and so we default to lore warden just because it’s the best general-case fighter archetype.
How much fighter to take is a question, but since you’re here for bonus feats, stopping after just 2 is very valid. Otherwise, it’s mostly a question of how much you want feats sooner rather than later. If you go in for the long haul, the hair’s breadth and swift lore features of the lore warden are pretty good, as is your first weapon mastery.
If you multiclass, barbarian is better than rogue; it has higher accuracy and it is less reliant on conditional bonuses. Sneak attack can be very difficult to apply at range. Hurler is nice enough, particularly with thrown weapons that often have very limited ranges, and it’s super lightweight which maintains compatibility with other archetypes. Elemental Kin is another ultra lightweight archetype that can extend your daily use of rage—very valuable when you’ve given up a fair amount of rage due to your fighter levels.
Point-blank Shot, Precise Shot, Deadly Aim, Rapid Shot, Manyshot, and then one or more of Clustered Shot, Hammer the Gap, or Improved Precise Shot.
Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting. Ultimately, the large penalties on iteratives make these less valuable, however, so you could live without GTWF or even ITWF.
Quick Draw and possibly Far Shot, though items, particularly blinkback belt, help avoid these.