I appreciate the spoiler tag.
They move at double the speed of everyone else, they stun between 10 and 25%, they laugh at touch attacks, poison, disease...they have 4 skill points a level and no armor check penalties...
As someone who has pissed off more than one DM with a quivering palm on the BBEG, I think the monk does quite well...when they can hit.
We also agreed in principle on the wholeness of body adjustment, which will give them a lot more healing. And if we make Spell resistance only toward hostile spells, we are in great shape IMHO.
I hope you actually read it lol.
Yes they move fast, but towards higher levels that is less of an issue. Poison/disease is only an issue if you have no cures around and bad saves or luck, 4 skills points is edging towards to the norm these days (rangers, bards, inquisitors have 6, cavaliers, barbarians, alchemists, gunslingers, druids, oracles have 4, the rogue has 8 and the remaining 8 of 19 have 2, with 3 of those being Int based casters) and many of those have more useful or versatile skill lists.
Yes, quivering palm and stunning are nice when they work. The problem is spells do the same or better, with far more reliability.
As for touch AC, yes the only thing that gives monks a run for the money there is arcane casters. Of course, monks tend to run dead last for flat footed AC so that is a trade off.
And I suppose that is part of the problem as I see it. Any of the classes except monk is generically solid. They can be flexible to fit a variety of campaign styles, have abilities that are far less situational, and overall you have in combat and out of combat utility both. I am aware a good part of that is due to the sheer amount of casters we now have, but even among non full casters many of them have more versatility. I don't think a monk should be the go to class every campaign. But it would be nice to know they weren't a subpar option most campaigns. Boosting their self healing, altering their SR, upping their hit helps some with that, but it doesn't change the fact they have a limited amount of adventuring stamina (ki pool, stunning fist, no fallbacks besides hitting stuff) and in most cases their uniqueness requires depleting limited resources at a rapid rate, unless you strip away even more magic item slots just to have some longevity outside of a 10 minute adventuring day.