Monks don't have to use just monk weapons. They are proficient with other weapons too, including handaxes, spears, and light and heavy crossbows; which are all weapons associated with dwarfs.
Dwarfs are racially proficient with battleaxes, heavy picks, and warhammers. A miner's pick (see Equipment) can be wielded without penalty as a two handed heavy pick with the feat 'catch off guard'. Monks can receive 'catch off guard' as a bonus feat at 1st level.
Monks, like clerics, have Knowledge: History and Knowledge: Religion as class skills. Dwarfs like history and religion.
Dwarfs are generally lawful, monks have to be lawful.
A dwarf who chooses to forgo armor, instead choosing to become 'one with the rock', or something, is smiled upon by Torag (or whomever) and given supernatural armor (Wis bonus to AC). As his or her spiritual devotion grows he or she gains new supernatural abilities (like immunity to supernatural diseases at lvl5) from said deity/patron/stone.
I played a dwarf monk in a PFRPG/3.5 campaign and he rocked. This was without any kind of mid/maxing, no +5 stat bonuses, or any BS which leads to one dimensional, boring, and inherently flawed characters. The Pathfinder RPG rules make for pretty awesome characters, even with marginal rolls.
I have found over the course of the last couple years that the PC archetypes aren't as solid as the core rulebook PC classes. They are generally overpowered in one arena so that they can suck in most others, which can jeopardize a party. Same thing for the base classes from APG, UM, and UC. Giving a rogue Ki points and calling it a ninja makes rogues and monks less cool.
Sorry for the little rant at the end. I've had too much coffee.