Monk's main problem is the downtime between burst windows being boring. There is not alot to do and TFC really doesn't fill that hole. This is why positionals are heavily requested as they are an easy way to keep someone's mind occupied during these periods that doesn't require adding any extra moves or changing potencies. However, here are some suggestions on what could be done, not necessarily at the same time, but they are positional related, so you can assume this is with a kit back full of positionals.
1. PB change. I have said this a few times now, but changing PB to ignore positionals would help in the burst windows. It can be alot to keep track of, so easing that burden for the APM heavy segments of the fight by allowing you to ignore positionals will help. The PB windows was also the excuse the dev team used to get rid of them, but I feel it was overboard and this would bring things back on track.
2. A change to Dragon Kick and Bootshine. Currently, it seems the team want to make Opo-opo a crit stance. Well then, lets make it a crit stance. Bootshine and Dragon Kick both auto crit regardless of positionals and make them buff each other. Give Bootshine a buff that, when landed, gives a 'Leaden Kick' buff that boosts Dragon Kick, the same way Dragon Kick boosts Bootshine. I would also make this a stacking system. You can stack, say, up to 2 of each buff and each time you use the corresponding Opo-opo move, you remove 1 stack. To give an example;
Dragon Kick (Gain Leaden Fist) > filler > Dragon Kick (2 Leaden fist) > Filler > Bootshine (Gives Leaden Kick, takes away 1 Leaden Fist) > etc.
This has the benefit of having some flexibility to the positional you can hit and you aren't punished for using one twice in a row. With both Dragon Kick and Bootshine being auto crits, it also helps to build TFC faster with the maximum time between TFC being ~26 seconds, which is about the same as Dragoons Wyrmwind Thrust (~25 seconds) as a comparison.
3. This one will require a bit work, but add a new Form, Opo-opo > Raptor > Coeurl > Dragon as an example. Dragon would have 2 attacks, each the same potency, one has positional for the rear, one has it for the flank. This again is a way to have a choice on what you do regardless of buffs, so whatever is easier. This could also be expanded into the Lunar/Solar system. One attack gives a Lunar Nadi, the other gives a Solar Nadi, you can then design a system around that. You have to build up X of both Lunar and Solar to use a strong oGCD, or, have them build up similar to beast chakra, in that you build 2 Lunar for an attack, 2 Solar for another attack or a combination of the 2 for another. This is still fresh in my mind, so exact details are scarce but it could be interesting.
4. Making Riddle of Wind into a trait that not only increases Auto attack rate but also movement speed (or just movement if you want). This is just a QoL and is aimed at making Monk move faster so that you can have a bit more leeway in getting into position to, well, get your positionals off.
5. If you truly want a suggestion doesn't rely on positionals, then some of the changes I listed above could work without positionals just as well. Though, a simple oGCD with a 20 second cooldown would make alot of difference in the feel for Monk, but you then run into the issue of 'that's just a boring oGCD that you just hit'. Not saying that is a bad thing, but it is an argument people could use.
In your opinion, they are pointless, but in others, they are not. They like the thought that goes into landing positionals around mechanics. I get it, you do not like that, but that doesn't mean others do not, however, just because you do not like something, does not mean it should be changed.