To answer in this post some above questions seperately @ Legion:

1) My idea was with giving this game "Sub Roles", that you queue for the role, that is your Main Role, but your Sub Role just gives you more options to individualize your playstle and your build individuality and diversity in this game, so that you could help out that way passively those players that are your Sub Role as main Role in your own unique way

Example: MNK as a DD/H would help passively healing either himself or other party members, through dealing damage, ,or helping their party members to get help, by lettign them deal damage via effects, that leech/drain health from their attacked targets, or lettign thenm receive partially health from the damage that you deal to your target.
Why should this game provide only active healing from a main heale,r if all other classes could have their very own ways with that they can help eventually also healing other party members??
Examples for my concept are these skills I listed up above:

- The already existing Mantra (my renamed Mantra of Harmony to symbolize the hamony of the skill based on which element is active), boosts up gained Healings, makes them more effective by 20%
- On Steel the Mantra (Element Neutral) it makes you and nearby allies more resistant to negative conditions, so that they end quicker and you are less likely to get them from enemy attacks that can cause them.
- Mantra of Purification, which heals allies if they enter its area of effect, letting you have a heasl, that requires positioning to receive its effect, removing conditions and grantign TP (but under 5.0 then MP)
- Celestial Hands, healing your allies with small portions of your dealt damage to the target.

I gave the concept not many healign skills, because the main focus of the monk as DD/H is stil lto deal damage, but I wanted to give the concept also some imprvements for traits and role skills so that a Monk as DDH would be able to full its job as offensive passive healer and supports the party through his mantras

2) Your right with this, at that time I wrote the concept, I hadn't seen, that there exists also Water in itself as element, that it rather has the typical classic fire, lightning, ice triangle that FF did earlier, than the different elemental system that the later FF's brought by finally making Water an own element.

3) Dragon Kick is in itself its Neutral Element, didn't want to rename it extra for that to Steel Dragon Kick, but Ive said that also in the skill description, that Dragon Kikc will be in itself the neutral form.

4) See above, not many, but I did put some in, like said, the idea of mine was more to put the stronger healing part rather into the traits and role skills later in the concept to keep the Monk's main focus on dealing dps, healing should be only its little passive side role to passively reduce a bit the healing that the main healer has to do

5) An explanation of the new chakra system. very simple. The name of chakras gets fixed from 5 to 7, thats the first important point to fixe the gameplay based on the monk lore i nthe gaame, because the monk has 7 chakras of light and 7 chakras of shadow. not only 5 chakras like the UI shows us only.
The fixed Ui should show 7 chakras of light and the moment we use the Skill Yin &% yang, the UI should change its color, to show us, that the 7 chakras of shadow are active then too, by changing the color from white to black.
under the current system getting 5 chakras is a matter of basically 5 seconds. Under my concept should gaining 7 chakras take with each gained chakra longe,r because now you gain with each activated chakra also a positive useful effect!!
under the currenrt design is the chakra system nothing else but just a boring mechanic just to perform once every few seconds a single attack skill , which can deal only damage to 1 target and isn#t even the most powerful attack of the monk, because Tornado Kick is alot more powerful, than forbidden chakra, especially under brotherhood and ridle of fire boosted up in attack power can you deal easily with criticals up to like 25k+ damage with tornado kicks, that require only 3 greased lightnings, which can be received if under "Perfect Balance" in 3 seconds, while a forbidden chakra attack barely even reaches the damage, that you can deal with a Tornado Kick.
My reconcepted version just makes the whole chakra system of the monk more meaningful and adds mythological depth to it, while its current form is just meaningless crap that exists only just to deal every 5 seconds 1 attack. Thats pointless. if you make a monk job, and give something to it, like Chakra and a kind of yin &% yang chakra theme in its story, then it should refect that theme also back onto its gameplay and that does it do under my concept form.

6) You repeat yourself in this point, but like mentioned, the plan was to give it the "healy" stuff within the traits sand role skilsl that I haven't written down here yet.

7) will come, with all the new expressions, experience, and wisdom I gained over the game and the knowledge now, that Shadowbringers is on the way, that will shake up a bit the combat system, I have to completely overwork my partial concept here anyways and when I do that, I'll add next time also traits and the rest of it, that makes a monk a monk in this game, together with some yet unmentioned ideas how id like to see this game's class and progression mechanics getting improved

8) And yet they already have exactly this in the combat skills by using the Earthen Shoulder Tackle, you are able to push your enemies away from you (not all naturally, some are resistant on cc). All i did in my concept here was to give them a second skill by adding this effect to the wanted "Earth Dragon Kick", that if you perform that kick while being under earth element attuned, that the kicl will launch then foes away from you as well too, exactly like the earth attuned shoulder tackle does. So your last point is moot, monks can already do this!