1. Granular Chakra values...
Toss out the gauge, toss out the five stacks. Instead, when you deal, heal, embonus, or absorb damage you convert Mana into Chakra, which can then be consumed on a variety of abilities.
Some of these use a proportion of current Chakra as their potency, others consume a set amount for a set potency. This resource, Chakra, is shared between:
Open The Gates - Removes the limit from GL stacks, but drains your Chakra and Mana by an increasing rate and shortens the duration of GL for each stack. Effect ends when Chakra runs out. Grants the GL bonuses of all three Fists simultaneously. (GL now applies 5% attack rate and 5% damage per stack. Fists of Wind adds yet another 4% attack rate per stack, Fire grants 4% critical rate and damage per stack, and Earth adds 3% mitigation per stack. See section #2.) This is your ballsy move. It's also difficult af to master. To make the most of this, ideally one needs to be gaining as much Chakra as they're consuming; in other words, they should run out of Mana (not yet converted resource) before running out of Chakra (converted resource), as to totally consume all possible resources. However, if you actually do that, you're kind of ****ed, because you need Mana to quickly get back on pace, because Fists are now significant and also consume mana. It's basically an LB2 that you pay for out of your smoldering wallet, but more risky.
**I haven't yet decided whether to make Tornado Kick scale with the number of stacks (allowing it to crit for some 25k at GL7), cost only 3 stacks so you can use it rein yourself in, or leave it an unscaled "I give up" move for when you still need some damned Mana.
The Soul Convenes - This buffs you, using your and drawing in nearby accessible Light/Dark Chakra (embedded in allies or enemies) to provide Mana, TP, or Health. Reduces the cooldowns on certain other skills.
Impart - A variable oGCD shaped by your previous weaponskill that allows you to imbue an enemy with Dark Chakra or an ally with Light Chakra which can then be used in variety of ways, making Mantra seem pathetically inflexible by comparison.
Riddle of <Wind/Earth/Fire> - Slot changes based on current Fist stance. Assigns a new, double-edged mechanic to your current Fist, complete with some pretty beast effects and animations. (E.g. Being able to Shoulder Tackle an enemy from every Light-embued ally in succession at the end of a Fists of Fire. Hidden skill name: "<n> Flights."
In this way, Chakra generation in itself does become indistinguishable from normal rotation, and the job may scale a bit more exponentially than most through this mechanic; however, it does allow incredible versatility and freedom over additional effects without having overwhelming simultaneous output.
>> I'm still trying to figure out exactly what I want to do with Meditation itself. Most likely I'll be wrapping it into some other half-GCD damageless weaponskill as used by Fists. Out of combat, though, I'll probably just have up to a certain amount/percentage of Mana convert automatically to Chakra, giving the same front-loading as before. (Not sure how best to link Fists with this concept. At present, Fists of Earth decreases the Chakra deconversion/degeneration rate for during downtime, and Fists of Fire increases mana conversion rates (build applicable resource faster, but run out of total resource faster, too) as to bask in DoT / embonused HoT glory, but Fists of Wind just gets you back into the action faster...)
:: Can anyone give me some good, preferably historical, riddles concerning Wind, Earth, or Fire, especially something... double-edged? I want each of the Riddles to introduce a new compensatory mechanic, but I don't want it to be something that simply undoes earlier bonuses like the current RoF side-effect or something that a group could easily just compensate for like a damage taken over time (as awesome as any sort of word-play between Pyretic and Pyhrric victory would be).
2. Revising Fists to be more significant...