Mobility
it's not the worst out of the three. Sure they've clipped their mobility options, where you need to carefully expend your charges, but it's not the worst. would be nice they give back the 3rd charge, but depending on how fight's go: generally try to hover close enough in the thick of things where you'd have easy access to a teammate to dash to, or there's a clear avenue of escape if guard/purify's available.
Crowd Control
Wind's reply is still serviceable for disengaging/displacing someone for crowd work, as well as meteo. The removal of SSS -did- leave monk with less tools for the trade, but it would've been fine if given a slow/heavy in exchange to assist in keeping with targets, engaging, disengaging, & peeling.
Defensive Game
Depending of your overall positioning in fights, & how you spread out your resources: Monk's bruiser identity is still there. For RoE coming out late after your die, I've always chalked it up to either server, or overestimating how much wiggle room can be had before recasting. Monk's defensive game is still solid in a way of how well they position themselves for fight's & RoE's meaty healing, but due to the delay for Earth's Reply, they'll have to dance on the tight rope of -when- to pop it before/after engaging.
Burst
For building up to their burst window, it helps to maintain the chain bouncing two targets or so, but saving it for the primary (Clumped ideally). Depending how everyone's spread out, it can get tricky & it'll fall off, which you'll have to rev the frier again & recoup. I wouldn't say the reset timer's short, given it's NOT explicitly told IG where it hold's its current ability in the chain for roughly 15s or so. If a monk is steadily keeping themselves near targets while in weaving in Flint/Fire's reply to keep pressure, they'll regularly be getting out their PR's with/without Meteo (Ideally).
Limit Break
Given from my experiences: people H A T E seeing MNK's with their LB up, or just seeing one in loading screen & it's 1 of the top 2 things complained about MNK (which is funny, given SAM/NIN LB ignores guard, but that's none of my business). With meteo's usefulness in removing problem targets out of the equation, leaving the enemy team on the backfoot...it's more or less -fair- you're locked in the animation. Given it's double edged nature, you only go in KNOWING they'll be effectively removed with good follow up from your team, especially if pinged prior. Worst case scenario(s): You'll have to burn it in preventing a teammate's death, or the inconsistency of it's damage at times. Meteodive's ability to lock down/remove problem targets keeps it at being one of the best LB's in the game's state, when applied proper.