I was kickin' around an idea, it aint perfect but it'd be a damn sight more interesting than what we have now.
The Forbidden Chakra, Enlightenment, Tornado Kick, Perfect Balance, Shoulder Tackle and Anatman are all redesigned. The Fist of Element abilities are removed because they're useless. Make Fists of Wind a passive if it's so important.
So Chakras get split into the Light and Dark chakras from our job quests. Also we have a max of 7. (Why did they make such a big deal about 7 chakras of Light and 7 of Dark and then give us 5 of Yellow? Ugh.)
Every time you land a positional, or if you use an on-GCD aoe skill and hit 3+ targets, you get a Chakra of Light. 5 light chakras is Enlightenment.
Every time you land an autoattack, you get a Chakra of Dark. 5 of these is The Forbidden Chakra.
Anatman is now a 3-minute cooldown. Using Anatman takes 5 Light and 5 Dark. It's on the GCD and is essentially your power-up phase (accompanied by a cool animation and sound effect). After activation, you gain a huge buff for 20 seconds: no positional requirements, +50% movement (so Sprint), +30% damage, and +30% haste. However, you can no longer generate chakras for the duration. This prevents an overflow on oGCDs and keeps this phase from getting too out of hand, while still keeping it super fast and powerful. And since you don't need to sweat positionals during it, you can focus on just beating the everliving hell out of your enemy. Re-activating Anatman during its duration will use Tornado Kick, which is now on the GCD and deals a much greater amount of damage (and we can actually see the cool animation), but ends the effect. Sorta similar to Confiteor for Paladin in that it ends a damage mode, and can be used early if there's a phase transition or a need for some immediate burst.
Perfect Balance is redesigned so that every 90 seconds, for 15 seconds, autoattacks also generate a Chakra of Light, and positionals also generate a Chakra of Dark. Let the oGCDs floooow. (Also it fits thematically methinks, balance between light and dark and all that.)
Shoulder Tackle no longer deals damage, just closes the gap. This will slightly slow down oGCD usage, since you're gonna be using a lot of Chakra abilities. Also you'll always have it available if you need to get off a boss for a bit.
With 7 max chakras you should never theoretically overcap unless you're neglectful on spending them, and you generate them so frequently that you'll be weaving in an absolute buttload of oGCD abilities. Might be a few too many, in all honesty. Ah well.
Lastly, re-add Riddle of Wind as its own button, a 2 minute cooldown that increases the range of your melee weapon skills to 20 yalms for 10 seconds. The ultimate disconnect move to make up for the inability to generate chakras off a target. Your autoattacks will not continue if you move out of range, and your oGCDs most likely won't reach, so you're still losing a lot of damage but you're not entirely helpless. Or add Chi Blast which gives 1 chakra of each, but that feels way too similar to Ninja and Samurai's generic ranged filler move. SSS will stay more or less the same as-is, but now it has a more distinct role without manual chakra generation. Riddle of Earth could do with some tweaking but I'm not sure on how to get that working. Personally I'd remove the no-positionals thing and just make it a pure defensive skill of some sort, but I know a lot of people want it to keep the anti-positionals functionality it has now.