The self-contribution of that Spear will usually be outweighed by double duration on a Balance, Arrow (even on self), or Bole.
Your post, even in its entirety, claims that Spear is not "as bad" as people believe. It no way gives warrant to it being optimal over or in most cases even equal to consuming a Redraw or its use in Royal Road.
If you want Spear to be competitive, it needs, on average, to provide as much of a DPS increase as would Balance. Given that Balance is presently a raw 20% increase, entirely imbalanced, this would require either a nerf to Balance or an increase to some 50% effect, with that recast reduction only affecting offensive CDs, as not to become simply a gimmick card.
Making it less annoying, however, has altogether different requirements. For one, it would need to be able to advance all cooldowns at steady rates, yet one that does not realign cooldown use, that affect both cooldowns that have already been and have yet to be used. This would require changing the rate at which cooling occurs (in order to catch cooldowns already recharging) while allowing already cooled CDs to "overcharge", reducing their recast times by the same (in order to affect refreshed skills evenly), and by different levels per CD (in order to maintain alignment). Even then, especially with the advent of gauge skills, it is unlikely that even a 30% increased frequency of fixed-recast, no-resource abilities could meet the value of a 10% increase to damage dealt. Most classes gain at most 12% of their damage from fixed-recast, no-resource cooldowns.
Even removing the recast times completely, allowing a free use each, on every Monk non-resource Ability would only increase its damage dealt by some .0002% over a 5-minute fight.Compare that to a 1.7 to 2.3% bonus, depending on timing, of a Balance over said 5-minute fight. 2%... or .0002%. For a 100% (5x increased) reduction on next recast.