But, compounded with replacing the mechanic that made TK worth using in combat (RoW as GL-acceleration) with one that made it even more punishing (RoW as GL-deceleration via the extra stack requirement) if one forgets it's garbage outside of guaranteed GL loss -- all alongside a double-length PB, to boot, and replacing the mechanic that made TK worth using at least in dungeons and before long jumps (i.e. Greased Lighting as an actual mechanic) with Form Shift spam, it did seriously fracture Monk.
I'm right there with you on the spirit of your argument, but potency relative to other skills within one's kit are exactly what allow skills to be used, or forces them not to be used, in capacities X, Y, and Z. It's why TK and SsS are currently borderline useless.
I loved the hell out of T9 because it was so difficult to keep stacks up. There were times I had to use Rockbreaker for that tiny bit of extra range and I had to make Demolish my final GCD before jumps. That was awesome -- totally iconic Monk. It just should have been the difference between keeping 3 stacks and 2, rather than 3 and none.
Not that I'm horribly against replacing GL, so long as the replacement and its surroundings make the job as fun as, say, Heavensward high-SkS or late-Stormblood Monk, and in distinctly "Monk-like" fashion... you absolutely can. It doesn't need this Anatman nonsense or any of these half-brained attempts to make it half-baked.
GL merely needs to be something that's contextually difficult to keep up, but isn't too punishing upon letting a stack drop, and has periods of shifted behavior by which to vary gameplay. We had that in late Stormblood. It worked just fine. The problem is solely that they chopped it all at the knees when they should have capitalized on it. But you don't take a pair of dismembered legs as evidence that something was doomed never to stand. The late Stormblood design didn't fail; it was felled.