Don't know why this didn't strike me until now but enjoyment of a job does not accurately describe or capture my overall thoughts on how it is designed. I enjoy playing Monk (always have, even ShB MNK which was complete garbage), but that doesn't necessarily mean I think it's well designed- quite the opposite in fact.
I gave solo play for MNK a low score because it just... feels weak. Brotherhood feels awful to use in general, but it's at its absolute worst in solo instances/content. I don't know why or how they managed to screw it up even more, but ever since EW dropped it has had this disgusting delay on the Chakra gain which is an issue that is only exacerbated with high ping. Double weaving is more important now on EW MNK than it was in its ShB iteration, which only piles onto the problem since your weave slots are going to be dependent on whether Brotherhood wants to play nice today. I've seen a few submissions in the document describe this problem as well, wishing they could play MNK without needing to rely on plugins like Noclippy.
I gave MNK a mini-rework rating because in my eyes I see that as the scale of mechanics or skills being reworked, whereas major-reworks are more like ShB DRK/MCH. MNK needs a lot of work, but it doesn't need the nuclear option like those two jobs. Most of MNK's problems stem from one singular mechanic anyway, and that's Chakra. Easily the biggest cancer tumour of the job and I don't think it's controversial to say that it's up there with SCH's Fae gauge and PLD's Oath gauge as the worst job elements in the game.
An RNG based mechanic just does not fit well on the job with the points I've said above (limited weave windows and and overall ping-unfriendly), especially when it has no form of leniency or capability of banking unlike other proc based mechanics like DNC's Fan Dances/Saber Dance or BRD's Repertoire procs. Meaning there is absolutely no thought or strategy to Chakra, as soon as you get 5, you immediately burn it. That's it, that's all there is to it, and yet despite how simple it is the mechanic is deeply rooted into the job's design in a way that does not feel cohesive or intuitive at all. Case in point, MNK's disconnect kit: Meditate is the job's "ranged filler GCD" stand in, but it overlaps with Six Sided Star which does not allow you to use Meditate in conjunction with it, which also overlaps with Anatman which is a channel skill locked onto a GCD and does not generate Chakra at all.
Maybe it could have been considered """fine""" in previous iterations of Monk when the job had more systems to manage like Greased Lightning, Positionals or stance dancing so it could afford to have a simpler gauge on top of all of that, but in its current form? Blitz and Chakra are literally the only two things it has. It needs to be reworked. It's a complete shitshow of a mechanic and I'm genuinely shocked that no one else realises how garbage its design is.