So I was kicking around some Monk ideas to make the class not only more interesting, but more distinct as well. All of the melee have positionals and monk was supposed to be able to have a flexible combo system, but that barely panned out through HW (and is now completely gone in Stormblood lol). So I suggest the following:

Remove:
Monk has some serious button bloat.
1) Remove Fists of Wind, Fire, and Earth. These are all terrible and boring things that need to die off.
2) Remove Howling Fist. I'll get to this in a moment but it's an unnecessary oGCD.
3) Remove the potency from Shoulder Tackle. This will free up another oGCD.
4) Remove Internal Release. Put down your pitchforks, I'm getting to that at the bottom.
5) Remove Tackle Mastery. It's bad, and with no Fists skills to work with it's even more worthless than it is on live.

Chakra System Overhaul
I know I said the point of Monk was to make them more distinct, but the lack of a meaningful secondary resource (like ninki, kenki, enochian, etc.) really makes the job feel incomplete.
1) Increase the maximum number of Chakras from 5 to 7. Not only is this incredibly dumb from a gameplay standpoint (oh your thing is up, better use it before- LOL J/K YOU WASTED SOME), but from a lore standpoint as well. Seriously, the whole Monk story through HW was about the 7 Chakras. It'll add some much-needed leeway, especially since the Chakra system is about to become much more important.
2) Reduce the cost of The Forbidden Chakra to 3, keep its cooldown. Reduce damage to 180 potency.
3) Remove the Greased Lightning loss from Tornado Kick. Instead, Tornado Kick has a 45 second cooldown and costs 5 Chakra. Same potency, except now it does its damage in a sharp-falloff AoE (20% less damage to second, 40% to third, 60% to fourth, and 80% to all targets beyond that.)
4) Re-introduce Touch of Death as an oGCD skill, costing 2 Chakra. Have it deal 20 instant, 25 per tick for 30 seconds -- just like before.
5) Brotherhood now also has a chance to grant Chakra from spell casts. Bonus damage is still applied only to physical damage dealers other than the monk, although this effect will stack with itself so parties with 2 monks don't get screwed on Chakra generation.
6) One Ilm Punch costs 50 TP, deals 100 potency and reduces threat on the target by 20%. If executed from the rear, adds a Chakra. This adds some RNG protection if ToD or TK is going to need to be used again soon and you don't have enough, or if you wanna stock some up for Riddle of Fire. Also it adds an element of agro control that's more subtle and unique compared to the simple agro-drop of Elusive Jump or Lucid Dreaming, without also stepping on the toes of Shadewalker.
Side note: with TFC being reduced to 3, that means you can now only start a fight with 3. Between OIP and Brotherhood you'll get plenty more in time for Riddle of Fire to TK and ToD.

Riddle System Overhaul
So the Riddle system is a giant failure -- Riddle of Wind is worthless, Riddle of Fire is awkward, and Riddle of Earth is unreliable *and* awkward.
1) Riddle of Fire: is now a 20% damage and 20% crit chance increase, with no slow associated. With the removal of Internal Release (and Fists of Fire), Monk damage will be lower and this would change RoF from the "ugh, almost time to use RoF" to "hell yeah RoF is almost up!" button.
2) Riddle of Wind: is now its own separate button, 2 minute cooldown. This increases the range for all of your attacks to 25 yalms for 15 seconds. This gives monk a more interesting ranged attack than the other melee, and allows them to lose comparatively little if a fight forces melee to be off the boss every once in a while. Adjust the cooldown to be longer if necessary -- this should be a few-times-per-fight button at best, not allow monk to ignore most mechanics. That's what Riddle of Earth is for!
3) Riddle of Earth: total overhaul. Turns the skill into a reverse-Wildfire -- for the next 15 seconds, you place a counter upon yourself. Upon expiration (or reactivation), places a shield on yourself for 25% the damage dealt while the counter was active. Shield lasts 15 seconds. 4 minute cooldown.
--This gives monk, with proper setup, a unique utility -- it allows monk (when combined with Riddle of Wind) to be the best guy for soaking towers or the like; effectively this increases the DPS of the offtank who doesn't need to get off the boss anymore. The monk can set up a big Riddle of Earth shield, pop Riddle of Wind while running to the position, pop True North if need be, and lose very little DPS. It could also, if used perfectly, allow monk to ignore a mechanic every 4 minutes if he times its use and shield properly, as many AoEs are either just big hits or big hits with debuffs (where the debuff only applies if actual HP damage is dealt -- the shield is big enough to ensure that won't happen.)

Greased Lightning:
Purification: now restores 100 tp per tick for 9 seconds. In addition, for its duration, greased lightning's timer will increase instead of decrease. This adds a more interesting and, dare I say it, slightly skillful way of maintaining GL3, as you'd wanna let GL3 tick down a bit before hitting it again, granting up to 18 more seconds of Greased Lightning if used properly.

Quick summary:
The overall goal of these changes is to make Monk more unique, more interactive, and have a definite use in the party past "oh hey mantra is good for progression sometimes lol." With proper fight knowledge, Monk can boost the OT's DPS by taking care of mechanics for him, or allow the monk to do more personal DPS by being able to mitigate a mechanic that might otherwise mess with other melee. The more frequent Forbidden Chakras and removal of RoF's slow makes Monk feel faster without needing to resort to GL4, while ToD and TK make up for the loss of Shoulder Tackle and Howling Fist in the rotation. Keeping them in would cause double-weaving to be a necessity during Riddle of Fire, and most people have trouble doing that on most jobs with a normal ping, much less on something like Monk with the 15% haste effect. Also, Shoulder Tackle might actually be up when needed for once, so that's nice.

Wouldn't this make Monk overpowered as all hell?
The higher potency and frequency of Tornado Kick over Howling Fist [330>210, plus used 33% more often so roughly 230 potency more per minute], Touch of Death over Shoulder Tackle [272 compared to 143 (with dragon kick) every 30 seconds, so 258 more potency per minute], and the removal of the slow from Riddle of Fire and the greater frequency of TFC (from reduced cost and Brotherhood being stronger) sure makes it seem that way.
Do remember though: Monk is losing IR (30% crit with 1/4 uptime, so 7.5% crit on average) and getting the smaller crit effect added to Riddle of Fire (20% with 1/6th uptime, so ~3.3%), TFC is going from 250 to 180 potency (so a net gain of only 10 potency per Chakra), and Riddle of Fire is a straight 5% total damage shaved right off the top. Also with the greater emphasis on Chakras [and a way to manage threat!], Monks will use One Ilm Punch instead of True Strike every once in a while, which is a 90 potency loss.
If you're speaking on the mechanics-mitigating aspects -- maybe? But Monk needs something interesting.