Here's what I'd like to see in Update 4.
1) More PrEs. Either ones that are fully made at the time they are introduced (like Pale Master, although hopefully stronger) or ones that are incomplete (like Warchanter is currently) but that at least give something to the classes with no PrE yet.
2) Add Epic Gianthold Tor to the game - it's apparently either complete, or extremely close to it, judging from reports on Llamania.
3) A new low to medium level (~7-10) adventure pack that contains medium-length standalone quests. Most of the quests in that level range are parts of long chains, and a new adventure pack would make levelling through those dull levels more interesting for vets that are sick to death of Stormcleave and Co6. Make it playable on casual, normal, hard, elite AND epic on day 1.
4) A fairly high level (13+) quest which culminates in a fight with one or more green dragons. Add it to an existing, low-selling adventure pack - perhaps Necro 4 or the Restless Isles (it probably makes more sense in the latter). Also make it available on Epic on day 1.
5) Add a new source of blue dragonscales. This could be a stand-alone, high level (17-20) F2P quest - and if we get to fight a foe that looks as cool as Ternathear (the blue dragon in the Reaver's Refuge) does after he assumes dragon form, that'll be even better.
6) Add new named Monk handwraps to various higher level quests. Make these unbound or binds-on-equip, and 'pretty good' - i.e. weaker than Greensteel items, but not too far behind them.
7) Add some ability to Monks (possibly through a PrE, possibly through a new, automatically granted feat at high level, possibly through a second capstone that is incompatible with Serenity) to allow Monks that are mostly pure to improve their unarmed critical multiplier to 3x.
8) Add a hint to future races or classes - we might fight a Druid, or have an Aaismar, ½ orc or Tiefling NPC be prominent in a quest chain, or whatever.
9) Add the Twelve (planescaller's room), and the Reaver's Refuge, to the Teleport list.
Some examples of the sort of items that I'd be recommending adding:
Monk Handwraps:
Zealot Wraps
Min Level: 14. Binds on equip.
+4
Pure Good
True Law
Cold Iron threaded
Lesser Chaotic Outsider Bane
Alignment Requirement: Lawful Good (UMD 20)
Found in end chest, ADQ1, on Elite and Epic difficulty only (5% drop on Elite, 10% Epic). Epic version is +6, Goodburst, Absolute Law, Greater Chaotic Outsider Bane, Red Augment, Cold Iron Threaded, UMD 30 required. This gives Monks a potent weapon that beats Lailat's DR on Elite/Epic. Not a particularly commonly needed weapon, hence it's in a quest that's seldom run on the required difficulties.
Crackling Wraps
Min Level: 14. Binds on equip.
+3
Shocking Burst
Lightning Strike (2.5% proc of 610 damage, as per Shroud weapons)
Found in end chest, Fleshmaker's Laboratory, all difficulties (0.5%/1%/2%/3%). Note that this is a superior weapon to the Devout Handwraps for Shroud Normal - it does so much more damage per swing that it makes up for not beating DR)
Tyrantbane Wraps
Min Level: 16. Binds on equip.
+4
Holy
Silver threaded
Lesser Evil Outsider Bane
Shattermantle
Found in end chest, Devil Assault, Elite only (5% drop rate)
Also found in earlier chests in Devil Assault Elite (0.5% drop rate per chest).
This is an equivalent of +5 Holy Silver of Pure Good for Arraetrikos. Not quite Mineral 2 or Lightning 2 DPS, but not far behind, and Shattermantle plays well with Monks - they drop the SR, letting the casters Exhaust the raid boss more reliably, which in turn makes the high-but-not-stellar AC of most Monks more effective.
Green Dragonscale Robe
Min level 15 (note, higher than other dragonscales)
Int +6 (epic version +8)
Cha +6 (epic +8)
Greater Enchantment Focus (epic Superior Enchantment Focus - +3 DC)
Archmagi (epic Wizardry 10 for 250 sp)
Spell Penetration 9
Armor Bonus: +5 (epic +8)
Acid Resist 30 (epic +40)
(epic only) Blue and green Augment Slots
Intended as an alternative to Blue Robes for some casters. Although it has two +6 stats, only one will benefit any given toon.
Green Dragonplate Armor
Min level 15
Con +6 (epic +8)
Exceptional Con +2
+5 enhancement bonus (epic +6)
Heavy Fortification
Base AC 10 (2 more than normal fullplate)
Max Dex +2 (epic +4)
Acid Resist 30 (epic 40)
(epic only) Blue augment slot, Superior False Life
Pure tank armor, something that there's not much of in game. Highest potential AC pre-Epics that I can think of for full plate if you have the Chattering Ring (otherwise Dragontouched can be superior).
Green Dragonscale Outfit (requires a new skin)
Min level 15
Str +6 (epic +8)
Dex +6 (epic +8)
Acidic Fists (Adds 1d6 Acid damage to all unarmed melee attacks, epic version adds Acid Burst instead)
Heightened Awareness 4 (as Shroud +4 AC)
Acid Resist 30 (epic 40)
(epic only) Blue and green augment slots
Monks need love too. This lets Monks have Heightened Awareness 4 without sacrificing the earth for it. Str and Dex on one item helps make up for not having an armor bonus. Finally, something you might wear as an alternative to Icy Raiments.
Green Dragonchain Armor (chain shirt, requires a new skin)
Min level 15
Str +6 (epic +8)
Exceptional Str +2
Eternal Acid (adds Acid Burst to all melee attacks)
Acid Resist 30 (epic 40)
(epic only) Healing Amp 30%, blue augment slot
Pure melee DPS gear. Rogues can wear it too as it's a chain shirt.
Green Dragonscale Handwraps (another Monk weapon)
Min level 16
Exceptional Str +2
Wisdom +6 (epic +8)
+2 (epic +6)
Acid
Acid Burst
Acid Blast
Improved Destruction
Exceptional Acid Resistance 10
(epic only) Red Augment Slot, Blue Augment Slot, new ability - Envelop - 2% chance per successful hit to proc a ~600 damage Acidball centered on the foe hit, radius 25 ft, Reflex DC 38 for half damage.
Again, more Monk love - they need it.
Edit - The lack of a docent in this list doesn't mean I don't support more high-end docents - a green dragonscale docent or two would be great, see post 11 for why I haven't designed one.