First, I can agree about Chakra generation... The RNG of Chakra generation is the only thing that I "hate" about Monk, all of my other issues are more minor... But, other than my re-design for the Chakra resource and resource pool itself, I am not certain how to re-design Chakra generation, yet...
A few ideas are to copy PvP Monk, switch to another form of RNG, that is much more probable to happen than not happen, or have Chakra generation be from action themselves or from combos, as with the resource design of many other "jobs", but I am just not certain what to do about Chakra generation...

Quote Originally Posted by Shurrikhan View Post
In the dynamic-keys approach (as opposed to the removal of form limitations), you'd essentially be choosing to maintain flow vs. exploiting a particular combo (typically only situationally, to align Demolish or the like, or at specific moments in macro-rotation). For instance, perhaps you'd gain Gauge only from weaponskills that shift form, but some of the more unique features would be limited to "combos" (using the same form twice or more). For instance, if there's a movement phase coming up, from Raptor you might choose to use the Raptor skill in order to ready, say, Falcon's Crest, a targeted dash-kick (random example is random), which in turn allows for Karmic Wheel, a linear AoE flip-kick that can ignore knockbacks while in midair (and hits pretty hard). As such, it'd cost you GL to pull off, but it'd be worth it due to uptime thereby afforded or in that you'd be opening a CD (e.g., Internal Release) with a strong AoE.

After the "combo" is maxed out, it'd just turn back into the first Raptor->Raptor skill, which would absolutely not be worth wasting further GL on. This also gives an obvious lever for later additions to pull: get more levels, get longer available combos. And since those "combos" have to be used sparingly and always present at least 3 other options at any given time (or exponentially more pathways), they wouldn't just be the button bloat we're used to from Dragoon and the like.

Personally, this is my favored route, over the no-form-restrictions one, since it's both more button-efficient and more reminiscent of a fighter/brawler-type game, which seems a reason association for the job to have.
My thanks for the elaboration... It does read to be quite curious, and I like the idea.

Quote Originally Posted by Shurrikhan View Post
Admittedly, that concept was pretty spitball, and if I were to use it, I'd want to constrain it a fair bit. As mentioned before, I like that certain offensive CDs constrain our rotation somewhat, giving us risk and reward for exploiting GL maximally.

That said, the concept is fairly simple. You assign to each rushable CD a cost per second rushed (by which the CD is used despite its still being on cooldown). For instance, let's say I hit Howling Fist 6 seconds early so that it won't fall outside the Trick Attack window. Well, I'd pay as much gauge as is the cost of 6 seconds of Howling Fist. Each rushable CD would count down not just in seconds until its refresh, but in gauge cost to rush the remaining cooldown (centered, or opposite the normal cooldown, in a pale blue font).
Oh, that is what you meant... My thanks for the clarification. I never would have thought of it that way, or thought of a idea like that... Very curious and of interest.