Seeing how pugilist/monk has some references to Jojo (Hamon's name itself, monk posing in some skills) and Chakra being something akin to spiritual cultivation in Chinese Wuxia/Xianxia genres as well as the concept of 'Ki' (except this borderline starts approaching Nin), there's a lot of ways monks can expand animation wise and gameplay wise. Since monks already obtained all possible 'skills' from the sects themselves by SB, I wouldn't be surprised if Monks started heading to the direction of cultivating chakra to the point where the endgoal is their body and mind attaining immortality as that's a very common rpg element for monks to focus on. I honestly thought monks would develop in this direction this expansion since a main theme of ShB is survival - and cultivating chakra to gain more power towards developing an immortal body would be a good way to go about this and skills obtained would be focused towards expending the chakra gauge.

Personally, I do like seeing Bootshine since it goes back to the monk's pugilist roots. Besides Snap punch (imo lacks the impact of the punch), I do think monks have the best animations so far in terms of the skills being focused on the character itself - Have you seen other jobs have an animation like Fist of Wind & Elixir Field? It's very aesthetically pleasing to see and use. The skills give that nice martial arts touch where simplicity, practicality and flow are emphasized. Gameplay itself is another story though. It really doesn't help monk to have Six Sided Star, and Tornado Kick to have good animations but be locked away since they're only used in specific situations rather than part of the usual rotation. To a lesser extent, I'd also include Forbidden Chakra here too because monks have to manually charge 5 chakra on the GCD before lv 62 after using it once while in combat.