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Two problems with, I think, easy-to-implement solutions.
First, "trinkets while unarmed".
Trinkets are nifty little one-use magic items attached to either your weapons or your armor. You attach them ahead of time, and then use them for whatever effect they grant. They thematically fit for a Monk. Monks usually eschew equipment, preferring to rely on their own talents, but a one-time use item that they have to be patient and judicious to use to its best effect? Right up their alley. Which is not to say that Monks with constant-use magic items aren't thematic, just that trinkets definitely are.
And Monks are even allowed to benefit from armor-trinkets, through the use of Bracers of Armor, which are specifically called out as able to be treated as light armor for the purpose.
So what's the problem?
"So is everyone ready for the upcoming battle?"
"Weapons sharpened? Trinkets affixed?"
"Took care of it ahead of time."
"And Mr. Monk, you've got your trinkets on your dagger?"
"The not-magic dagger you haven't used as a weapon in hundreds of battles?"
"The dagger you only carry for the express purpose of being able to use trinkets, while exclusively punching and kicking?"
"You seem to be driving at something..."
Except for weapon-affixed trinkets that specifically operate based on what the weapon they're affixed to does, it technically works, but it's contrived and unthematic as hell.
Solution: Let Handwraps of Mighty Fists be able to be affixed with weapon-affixed trinkets, the same as Bracers of Armor. And if necessary, specify that they can only be affixed with trinkets that work on melee, brawling, light bulk weapons (the same criterion as what determines which property runes the handwraps can have).
"But how do you use a repair kit to affix a trinkets onto a strip of cloth?" I hear some people ask. "The same way you etch a rune onto that same cloth," I'd say.
Second, "armor property runes".
As mentioned above, Handwraps of Mighty Fists can have weapon property runes (as though they're melee, brawling, and light bulk), letting a Monk character enjoy the diversity of weapon enhancements available to other martial combatants even if they decide to operate unarmed.
But unfortunately, Bracers of Armor do not allow armor property runes to be used on them. Those properties, like magic weapon properties, are magic effects both fun and useful to front line martial combatants, which a Monk is, even if he's using otherwise going unarmored.
In particular, I've always been disappointed that Glamored was always something that could only be applied to armor. It provides a certain freedom of aesthetic expression*, letting your character go through a dungeon wearing something besides bog-standard armor.
No, for two reasons. One, there are other armor property runes that a Monk would want (Energy Resistant, Ethereal, Invisibility, Shadow, Slick, even Antimagic if he can get his hands on it). Two, it's not the same freedom of expression, due to Specific Overrides General. Generally, Illusory Disguise (the spell effect provided by the Hat of Disguise) lets you make your clothing and items appear different, and there's no real qualification beyond that. The Hat of Disguise specifically only let's you change the hat itself into another piece of headwear. I.e., you cannot forgo some form of headwear, and since that's a stipulation that Glamored doesn't have, that's why it's preferable.
Solution: Allow Bracers of Armor be able to have armor property runes etched onto them. Specifically, allow one once the potency bonus is +2, two property runes once the potency bonus is +4, and a third at +5 (to match how many regular armors are allowed to have). And if need be, specify that Bracers of Armor only count as light armor for the purposes of property runes, the same way they count as light armor for trinkets.