Broad Design Goals (mostly irrelevant at this time)
- Mana Point (MP) usage across all jobs, though in highly varied ways
 
- Revision to Tactical Points (TP) concept to see more significant and universal use
 
- Addition of / support for "variable" or "rushable" and "resource" cooldowns
 
- Addition of / support for interactable buffs (e.g. stackable shields, modifiable modifiers)
 
- Addition of / support for a general Stagger/Boon multiplier system
 
- Addition of / support for status effects as granular spectrums
 
- Addition of / support for continuous growth/decay of (de)buffs
 
- Addition of / support for "conditional" or "stacked" keys and state-adjusted "modes"
 
- Addition of / support of progressive (cumulatively diminished) AoEs
 
- Addition of universal shorthand modifiers (such as Cleave: 50, in place of more lengthy texts' effects that nonetheless amount to no smoother or more intuitive indication of strength for the given category)
 
- Things are just as AoE as they look
 
- Adjustment of mob aiming/turning systems (now turn only as necessary, at type-derived behaviors and speeds, to keep their target within their field of vision, allowing for quick adjustments on the tank's part without jarring position)
 
- Future-proofed comprehensive stat balancing
 
 
 
Monk Design Goals:- Granular Resources
 
- Diversification of Stances
 
- Light and Dark Chakra
 
- Versatile Resource Spenders
 
- Little to no wasted key-space (aiming for at most 20 keys, not including <Stat> Potion, Limit Break, Sprint, and mount)
 
Landmines / Conflicts: - Forms : Were the ability to manipulate the timings of our Forms returned (such as done modularly via Touch of Death and Fracture, previously, or even Impulse Drive in 2.0), Forms might continue provide a distinct and satisfying take on the combo system that offers a unique sense of timing to the Monk. However, they would still be just as button-inefficient as any other combo system lest all 9 weaponskills were combined into 3 slots, giving the 3 options within one's currently available form, while that in turn would limit the immediacy of Perfect Balance by, say, requiring a then-no-animation, oGCD form of Form Shift to be utilized, making what would usually use a button-order (in order of acquisition) 5, 3, 3, 4, 9, 3 opener [Demo, Snap, Snap, Twin, Dragon, Snap] opener into something like 2, [4], [4], 1, [4], [4], 1, [4], [4],  3, [4], 1 opener, requiring a much higher APM during that time, even if not technically adding any animations or animation lock. 
 
- Positionals (given Forms) : Alternatively, 2 out of 3 weaponskills per Form vary only by position. One could simply then have ST-damage and Other options per Form, where Bootshine from the side transforms to Dragon Kick, True Strike into Twin Snakes, and Demolish from the side retains Snap Punch (this one's far more iffy). This would only see counter-synergy with True North, which like most Role Skills I can only see as bloat, as it simply allows for the periodic circumvention, rather than skillful navigation, of difficulty in positioning. This would increase the relative significance of proper positioning, but so long as Dragon Kick has no raid-saving benefits by which to influence the choice beyond greatest ppg (potency per global).
 
- Ideally, I'd like to entirely avoid both these conflicts and any consequent need for compromise. This will most likely depend on a rework of the Fists stances into dynamic oGCD skills, allowing for hugely more fluid, flexible, bankable, and nuanced control over the Monk rotations, though such a rework should be attractive in its own right. (This is what I am finalizing now.)
 
Annnnndddd, finding the balance of those oGCD reworks to avoid both landmines is proving a challenge. Hopefully I'll have something in a couple days, at which point I'll unhide the important bits of this.