Heavy Shot*. It was too much to ask, prior to Burst Shot, for more than a 20% chance to get to hit another button more often than twice per 45 seconds, after all.
I jest, and I see what you mean and agree on the whole. However, that wouldn't be such a concern if they hadn't already axed so damn many 1-60 abilities. A ton of what made lower-level Monk interesting, for instance, (and provided a much more nuanced form of positional freedom), for instance, were Fracture and ToD, while optimizing tank damage around stances --say, via Sword Oath, which was originally given 10 levels earlier than Shield Oath-- made for considerably more interesting tank leveling (even if the effect was much diminished in 8-man content).
Agreed. They were, unless all went wrong, once per instance buttons. They were 100% bloat. Likewise, Kenki generation from Third Eye, though reducing the maximum oGCD potency we can bank for burst, makes far more sense, as we can then leverage Third Eye towards any Kenki spender (and its typical potency gain was more than doubled). (And Merciful Eyes seemed little more than a natural per-3s HP tick.)
Meanwhile, I can disagree on Monk stances as a concept, and indeed would prefer interesting stances over the likes of Enlightenment, Anatman, Form Shift requiring a separate key, but I can see why they were removed: we'd had 3 iterations by them of them being next to worthless except as a bloated means of access to Riddle of Wind (back when that was a GL generator and allowed for, imo, a more meaningful Tornado Kick mechanic than the late-ShB free oGCD or EW Blitz versions).
:: I'd offer that if you had opportunities to use Shoulder Tackle as a gap-closer but had already burned it on burst, that's on you and most certainly cost you more potency in uptime than you gained in damage multiplicity, but that's a mere nitpick.