My thoughts are similar to yours.
Deep Meditation was a great idea that could/(should?) be tweaked moving forward either in the way of increased chance on direct crits or less chance but procs from more sources. I'm sure I'm not the only one who has been stuck at 4/5 and groaning every time Bootshine crits with no proc.
Riddle of Earth was a skill I had given the benefit of the doubt to - until tonight when in an EX I was in a situation where a mechanic forced me to step in the bad to maintain the stacks. This skill again is a good idea - an attempt to maintain GL - but poorly implemented. A defensive skill to keep an offensive buff... They should have maybe changed Purification to give GL - or perhaps to give 3 seconds of GL per charge spent. I understand where RoE is coming from but Tornado Kick was our GL dump and that, at least, was reliable. RoE now makes TK less desireable to use for the purposes of a GL saver - but it's return is haphazard at best. It's too dependent on where we are in our rotation, if we take damage during the GL countdown - if after we take damage the boss returns and we can refresh GL again before the refreshed timer expires. We can quite easily find ourselves in the situation where we lose GL and then take damage - resulting in the loss of half of the ability's function.
Riddle of Fire. I personally am in the "dislike it" boat. Hamon told us on day 1 the way of the pugilist is to hit fast and not necessarily hard. A hundred blows for one of theirs. RoF is a bad replacement for Blood for Blood. I honestly think it should provide less damage and no penalty - or an entirely different function such as a temporary fourth Chakra - or no Chakra spent on TFC meaning Brotherhood and RoF aren't always used together because two skills on an identical CD that should be used together may as well be the same skill.
Tackle Mastery... l so bad. With all our iconic moves, TFC and the Chakra system - Tornado Kick ... they give stance based effects to a gap closer... a bad idea badly implemented.
Brotherhood - all or nothing. Another rng based move where we don't even get the damage boost ... make it more consistent because again tis a great idea just poorly implemented.