Yes, and admittedly, having multiple chances means nothing if they've never used a single one of them. But completely wasting something's potential and something having no potential are two very different things.
"But if they continue to be what they've always been" is not a new threat; it's the status quo. So why are you using it as a strike against what they can be?
To be honest, though, I wouldn't take issue with that, either, if not for all the reductions you'd requested elsewhere, effectively removing TK, SSS, and what makes Brotherhood feel like what it makes itself out to be. If you're going to effectively strip those tools of control away from us, rather than improving upon them, then every remaining tool matters all the more.
Then by all means, let's move Deep Meditation to earlier and/or fix Meditation. But that doesn't require Tornado Kick to be effectively removed from the game as anything but an animation. I'd rather the devs work around that "noose" than for Monks to have absolutely no way to engage with their core mechanic, GL. It should be a mechanic, not just a once-per-instance ramp-up punishment that you can very rarely squeeze a bit of extra potency out of by means of two otherwise unused buttons and at least 10 seconds of standing still. Nor would it be a problem for Monk to have no AoE spender if its AoEs just each had a chance per hit, with whatever taper balances it out, to proc Deep Meditation.2. This change is largely about fixing Monk's currently terrible leveling process. Chakra right now is currently similar to what Heat was on Machinist in Stormblood. You have a gauge, but until deep Meditation you can't really engage with it. I might even go further and suggest that Deep Meditation 1 should be moved to level 54 when you get the Forbidden Chakra and Meditation so it always has a use in combat. The alterations I propose for Tornado Kick and Enlightenment in this manner gives Monks gauge an AOE use at lower levels, where it currently can only use it for Single Target attacks. This was a problem when doing Stormblood content and it still is. It also solves the problem of Tornado Kick being the noose around the jobs neck by preventing the devs from giving the job halfway decent recovery. Returning Howling Fist at low levels again, provides the job with something additional for lower levels where the job is almost prohibitively sparse in how you engage with it.
We could say the same of every rDPS buff. Why not cut the middle man out of Battle Voice and Battle Litany and just have it do direct potency instead? At the very least, make THAT your Anatman (since it's, in essence, passively generating Chakra) and don't pretend it's a raid-buff in any way. But then let's call it what it is: Brotherhood removed and replaced with a generic gauge generation ability. Shoha for SSS, super-Ikishouten for Brotherhood.5. Brotherhood already is TFC/Enlightenment spam. The manner in which it interplays with the party is entirely to the jobs detriment in most content. My proposed just makes Monk's Riddle of Fire's consistent in all content including 4-mans and Solo-duties rather than having them be arbitrarily weaker outside of 8-man content due to a lack of bodies. A flaw of the skill is how it is less functional in certain compositions, and included in the umbrella of that happens to be all content where you aren't in an 8-man party. Cutting out the middle man and giving you a consistent Chakra skills solves that.
Double true strike rotation has always existed at high Skill Speeds, both under the 18s Demolish and the 21s Demolish. Unless oGCDs are coming up and most be perfectly synced, it's always been better to lose DK onto DK and Twin onto Twin for 29 potency or 35-37 lost (depending on AA speed) in exchange for the extra 50-60 potency on True (depending on which expansion's Twin Snakes you're looking at).6. They already messed up Monks rotational loop by implementing a 5% additional haste and making the Leaden Fist buff stem from Dragon Kick without regarding how that would actually affect things on a broader scale. The double True Strike rotation exists entirely because they didn't consider this. Re-extending Demolish to 21 seconds and having Six Sided Star have a rotational use would make it more satisfying to use as a skill and would return some of the flow of Monk it originally possessed that's been lost in the action trimming of the last few expansions.
It just hasn't always been a perfectly consistently loop; Stormblood, following the removal of ToD/Fracture, is the first time it's been woven consistently (outside of RoF, which would then rotate like no-Frac ARR mid-high SkS), and only at especially high Skill Speeds. And that's exactly what I'd want to see from SSS: alterable rotations. That way, we aren't stuck with something clunky (no way to perfectly meet the Demolish timer) between having gained GL4 and SSS. Maybe those rotational strings have a 1:1 ratio, maybe a 2:1 or 3:1. Maybe its meant primarily to align PB and RoF to your greatest potency over duration, similar to "fill"/"rush" TG alignment on SAM. Whatever. But it should be useful without feeling terrible not to have.
Then fix the mechanic rather than throwing out any and all tools it invalidates. As with Forms, we know the ARR version of the fundamental mechanic is pretty damn awful. So why, apart from the extended duration and the ability to completely invalidate it, is it still fundamentally the same as it was then? Let's fix the core, then decide what needs to go.7. Unless the button that exists to freeze GL while allowing you to move has a 15 second cooldown, then Monk will forever be hamstrung compared to the other DPS by boss jumps, especially now that Greased Lightning 4 has caused the loss of Greased Lightning to become even more painful to recover from than before. Perfect Balance can never have a shorter cooldown as long as Leaden Fist or Tornado Kick as they are now exist as far as the devs concerned, as they don't want it to have the value it does as a DPS cooldown.