It was in a stable state. Monk was perfect and by god necessary in 2.2 when you couldn't survive Turn 13 without the -10% INT debuff that made the raid-wide magic AOE survivable. The only real issue was that you were kind of screwed if you didn't pop your Invigorate in a timely fashion and One-Ilm Punch being the most useless lvl 45 ability in existence. The job only became unstable in HW because, frankly, it was tough to build upon.
I am sure that you spent a great deal thinking these changes over, but it feels like it is too much both in power and change to the job itself.
But using abilities inside 'windows' is what MANY jobs including Monk do/did. In the past we had Internal Release and Blood for Blood which served as an opener which basically defined how well you played the job in how much damage you outputted. There have always been people who hate on the job, there always will be, and I don't think making them happy by changing things is necessarily the right way to go.Riddle of Fire is not too bad but is a bit boring because it's just flat +damage on a simple cooldown. It also creates a design where Monks desperately want to stock all their cooldowns for use inside the RoF window, which limits what you can do with the rest of the job design, since people will complain if all their skills don't line up nicely with their burst window.
TK isn't the only ability that suffers from this, though, and I think its animation fits it well given the name and damage output. Though arguably the animation fit better when it consumed your GL (even if it was terrible and super niche).Tornado Kick is okay but a bit boring, the main reason I'm removing it rather than changing it is because you can't even see the entire Tornado Kick animation in its current state, it just gets cut off by your next weaponskill.
Howling Fist was not a ranged attack and its range was 10 yalms not 15. I don't think we need a ranged attack. The only mobility we need is what we have in the form of Shoulder Tackle. The debuff is also totally useless because the obvious decision after retreating like this is to use Shoulder Tackle. The whole design of monk is to GET ENGAGED and stay engaged, not to retreat and use a ranged ability (and I don't buy the 'ranged ability for convenience sake')This new design gives MNK some much needed mobility (which it lacks compared to the other melees), without compromising too much on the original design of the ability and without forcing you to just wait out the long GCD. The ranged attack also gives MNK something to do if they're temporarily out of range, and brings back Howling Fist's animation.
I think our AOE rotation is perfect. The AOE chakra was icing on the cake.Lastly, just a fun new skill to help round out MNK's AoE rotation. It works essentially the same as MCH's Flamethrower, just with you throwing a billion aetherial punches in a huge arc.