personally i don't think monk is that bad, it's simply ask way more skill to play the class than any other class in the game. in this we are all ok.
now the question is how make the class more...accessible without make it *faceroll* and give it more... freedom.

the point on which everyone is ok for say it's often a trouble is GL and the position we need to keep, that the two main concern about the class. (and the lack of ranged attack, give us back our chakram!!!!)

for the GL the most often solution proposed is increase the timer, i don't think is the main trouble, it's means to be hard to keep it up. the trouble is the idea to stick 21% of our damage into this, when the 15% of speed attack was more than enough for make it appealing.
let be honest if GL drop, your damage is screw for 20 sec. not because you don't hit fast enough, but because our damage are bad without the 3 stack! DRG get 10% of damage from a buff easy to maintain and easy to get. when mnk need a full rotation of 9 skill for get in fulltrottle.

i have already say it the solution about GL is not the timer, but the damage boost into it!

the position in the skill are the second main trouble of the class. for a martial artist (monk are this after all) the lack of frontal capacity is insane, the fact that we will try to pass on the side and behind for attack is... a nonsense. the monk is not a thief!!! worst our dps drop a lot if we don't get in the right position. a perfect example of fight where the monk loose dps because of this the demon wall in AK, we can't be on the side nor in the back.

the solution? give a frontal combo or simply pull out the positioning from the monk skill, the combo by itself is already a system enjoying enough, don't need to add more for please people of the V1.