My take on it:

People who are going "well monk already has three tools for when it's disengaged with the opponent" are going about it all wrong. People talking about balance are also going about it all wrong.

Looking strictly at what makes for a more fun game, it's not really what you have, but rather what it could be. Potential fun to be had or job fantasy to sell. How something enriches the experience... Reduction and balance come after. It is better to look at the options monk has, then imagine alternatives to it, then after that seeing how the existing the theoretical compare. For example, honestly Six-sided Star (in PvE) and Anatman aren't very strong action designs. The former is functional and you might use it a few times in a fight. The latter merits redesign or for the surrounding context to shift. They are serviceable.

Though like, if they could make the projectile attack fun, exciting, more interesting than the ones the game has for other jobs, I'd love to have it. If the design after that point feels redundant, then remove the redundancies that are less appealing or can't be made meaningful. I am basically saying I rather have a fun projectile to use in these contexts more than I would rather be using any of my three other options... You could very well be going whole fights where you never use it, but if the result ends up being something ultimately more fun, or better yet more fun and gets more use, it's a win, and if a job is being reviewed for a big expansion it's a great time to examine these kinds of things.