MNK's core design probably hasn't been touched since ARR launch because it is so solid and doesn't need adjustments. Pulling from my own thread:
"In the scenario mentioned in the Live Letter, if MNK was given GL4, (“+10% damage, -5% weaponskill cast and recast time, spell cast and recast time[why is this even in the tooltip], and auto-attack delay), MNK would probably see even more nerfs than we got at Stormblood launch." In addition, it would lead to a very bland job because they would be probably give us even more utility abilities/skills rather than useful ones.
Tornado Kick is 100% more viable now when you line-up Riddle of Fire and Internal Release and then immediately re-apply a stack of Greased Lightning afterwards.
Arm of the Destroyer is viable when buffed, otherwise not.
It appears that most of your problems with MNK are derived from your own skill-level. How do you hit combos too early and mess them up? That's just you not paying attention. Yes, double-weaving is more viable now and honestly, it compensates for the feeling of, "doing things too slow," since MNK has five off-GCDs damage abilities. A good MNK opener has never felt more active than it does now.
I will say, that I do agree on some of the Chakra points. I could have sworn we opened 7(14?) between ARR and Heavensward, so why can we only store 5 Chakra? Also, in the scenario of adjustments I had suggested, I left a void where Brotherhood would be by combining it with another skill and the forms. An AoE based off of Chakra would be a nice toy to have in dungeons that could potentially fill that void. The nerf to Forbidden Chakra is what hurts the most with Chakras right now. It's sad that prior to Stormblood, I could Crit Forbidden Chakra for 15k~, and now it's maybe 10k~ at 10 levels and 40 iLvs higher.
Finally, there are speculations and assumptions going on here in some of these posts, and that does not make them fact.