So having now played it up to level 87 I'll throw out some of my thoughts on it.
Once you get over the mild hurdle of wrapping your mind around Blitzes as the new mechanic, the lack of both 2/3's of our prior positionals and most of our oGCDs makes our downtime feel pretty empty. It isn't quite as empty as a Tank/Ninja since Monk still has one of the more involved weaponskill sequences, but it definitely feels lacking. Chakra being RNG still means that the drought periods feel all the drier when there's nothing else to use.
The lack of positionals also makes Riddle of Earth seem strange since it's a defensive cooldown that's used up with weaponskills executed rather than on a timer.
Many of our skills just lack impact, most damningly is many of the low level blitzes. IMO this is in large part because Tornado Kick and Elixir field were previously oGCDs that were used much more frequently and I can't break the association from them as that in my mind. When those skills go off, I'm desperately trying to go into my next GCD. Flint Strike is so understated that it barely feels like a finisher even though it's supposed to be one. Hilariously the low level Blitz that I think feels the most satisfying is Celestial revolution even though it's supposed to be the one we avoid.
Riddle of Wind might just be the skill with the least amount of feeling in the game. I'm sure there might be someone who gets a thrill out of autoattacks, but for all intents and purposes I don't even notice them so having a skill that makes them happen more often just doesn't feel like it does anything to me. The fact that it's on a 90 second cooldown so it naturally doesn't align with every other usage is baffling for a lot of reasons, especially because the devs stated goal was to get away from that this expansion. Let the job synergize for god's sake.
As for the Blitzes themselves, I think they're better conceptually than they are in execution. This is entirely because of the deliberate decision on the developers part to make it so we can't use our strongest Blitz in the opener and desynching that from our larger burst window (Meaning Riddle of Fire+Brotherhood). Current math puts forcibly aligning it by doing a double Rising Phoenix in the opener, which locks Elixir Field as the Blitz you're using on your weaker burst phase, then allows Phantom Rush>Rising Phoenix to happen on the strong burst window from the 120 second mark onward, but wasting a Nadi to do that doesn't feel good either.
On existing problems: Anatman is still just a bad skill, though it is now a slightly more important bad skill now that Twin Snakes is at 15% damage. Six Sided Star is still pretty lackluster for what should be a captsone skill. RNG Chakras still feel bad for all the reasons that are well documented at this point. Brotherhood causing Chakra overcap still feels bad for all that it occurs with less frequency due to our lack of oGCDs.
On a positive note: Thunderclap feels fantastic, and the ability to dive across the arena to another party member out of an AOE at the last second feels great when you do it. Rising Phoenix also feels great to use. I'm hoping that Phantom Rush will be similarly satisfying once I have it. Overall I think I do like this iteration Monk more than most of the previous iterations of the job other than Heavensward's iteration for all of HW Monk's flaws, even with all of the complaints I've listed above.
As for fixes here's what I'd suggest.
1. Return Monk's positionals and put the positional nullification effect back on Riddle of Earth. If you really want to take one let it be Leaden Bootshine since its disproportionate.
2. Modify Chakra generation so it builds at absurd levels at all time and give it a maximum cap of 10 rather than 5 (With Meditation only building to 5 out of combat). Since most our old oGCDs are now blitzes and that's unlikely to change due to the necessity of making new animations, let us just machine gun Forbidden Chakras at all times like how Stormblood Samurai machine gunned Shintens. Enhanced Brotherhood lets you open a chakra on every weaponskill while under the effects of Brotherhood, but instead how about Monk just opens a chakra on every weaponskill forever.
3. Modify Blitzes so that Monk's cooldown kit is internally consistent and Phantom Rush aligns with Riddle of Fire and Brotherhood in the opener and every two minutes thereafter. Give us a third stack of Perfect Balance, or perhaps make Anatman be an oGCD that grants a random Nadi if you have none or the opposite Nadi if you have one, similar to how Celestial Revolution works. I'm not sure how to make the timers line up but the devs can work that one out.
4. Riddle of Wind... I'm not sure. Maybe it could grant an additional effect called "Flurry Ready" or something which allows you to execute a Six Sided Star without the double GCD penalty.
There are fixes that can be made, the ideas here are better than the complete lack of imagination that has been the foundation for Monk's issues with the previous expansions, and it isn't the absolute travesty that Shadowbringers/Stormblood Monk was on their respective launches. However it still needs workshopping to get to a spot where it feels great to play instead of just fine to play.