Hm, very interesting layout to say the least. A few things come to mind:
You're sacrificing an awful lot for that +3 profane STR bonus off of the greater might set... is it really worth it? We don't know your exact stats or build specifics, but I can give you some commentary based on my experience as a dark side monk in epics (granted I'm a splash, but I at least have 12 levels hah). I do, however, see that you have dex/exc dex on a ring, cha on helm, and wis so I'm guessing lightside dex/wis based pure monk or similar. I'll keep that in mind.
Goggles: Tharne's Goggles
Helm: +45 HP item (Dust II, Lit II, basically any guard will do or Smoke II if you solo a lot)/Epic Helm of the Red Dragon
Neck: Shintao cord (duh)
Trinket: Litany of the Dead/Epic Bloodstone
Cloak: Epic Envenomed Cloak/Epic Cape of the Roc
Belt: Knost's
Boots: Madstone Boots
Gloves: Epic Gloves of the Claw/Epic Spectral Gloves (For switching)
Bracers: Epic Bracers of the Claw
DT: Healing Amp 10%, Healing amp 20%, Earthgrab (Your choice was just fine
)
Ring 1: Kyosho's (Holy Burst)
Ring 2: Encrusted (Shocking Burst)
Ok, now for the reasons.
Goggles: You had raven's sight going for you since you wanted the +4 to-hit and that's understandable. It also had true seeing, which is also nice, and a slot for.. something or another. Tharne's is +5 to-hit and +8 damage effectively in almost every situation since you will have someone who hits far harder than you initially to take aggro or enough incite to keep it. You can get +to-hit on a swap item when you need it. The +8 damage is WAY too huge on a monk to give up and the +5 SA bonus to hit is HUGE. Monks need as much to-hit as possible to weigh out not having GS wraps, but don't skimp out on the damage! Monks attack far faster than any class so +damage buffs/set bonuses are that much more potent to us!
Helm: Ok, we have 2 choices here: this is a pretty decent place to put an HP item or a +7 STR item if you have the Epic Envenomed Cloak to put toughness on. If you choose to bypass the cloak and get an HP item, go w/ the Epic Helm. If not? HP item is probably the best route to take. For the HP item, Any guards will do, really (except earthgrab if you already have that on DT
. Min II is probably not a good use of your mats for this since the +con doesn't stack and you have heavy fort on the bracers. AC might be useful to some, though. I'd go Lit II/Dust II for damage, Smoke II if you solo a lot (for the blur), or Earthgrab if you don't have it on DT and choose to get like... Ooze Guard for the -AC. Just make sure to make it +45
Can't skip out on the HP item on a monk! Final Say? Go with the HP item.
Neck: Shintao cord for the Kyosho's Ring you WILL be wearing. 'Nuff said ^_~
Trinket: Litany of the Dead is your best choice for this slot. It gives you +1 profane STR and +1 profane Attack/Damage to make up for the entirity of the Greater Might set bonus in 1 item. It also gives you +1 CON which is huge. The others might help to even out your stats, but you'll likely have to build around this little bugger in the stats page. For a monk who only crits on a 19-20 for a x2 multiplier, it's the best you can get. Even the Epic Bloodstone is edged out on most endgame bosses because of the 50% fort. However, that doesn't stop you from quick swapping to the Epic Bloodstone when you get into autocrit situations!
Clever clever...
Cloak: Like I said above, Epic Envenomed cloak is very nice since you can use it for toughness, gives you +5 RES, and +7 CON. It's really a nice item. You can also choose to go the DPS route and get the Epic Cape of the Roc for +2 EXC STR that monks cannot have on rings (sad panda), but you'd have to really change a lot of your gear for it. Final say? Go with the Epic Envenomed Cloak and slot it with Toughness or GL+2 if you really need saves for some reason heh.
Belt: Knost's because it gives you GFL and +2 damage which is enormous on a monk w/ their attack speed. The name of the game w/ monks is stack up the +damage set bonuses since we attack epic fast :O :O Put shocking burst on the ring since most every mob isn't immune to holy or electric and it makes amrath look really silly
Boots: Madstones since they're a nice +1 to-hit/DMG/+40 HP clickie and proc all the time. They're also +4 DEX which is basically just as good as +6... right?
You don't need practically anything as a monk that can be stopped by madstones, but if you happen to, just swap it out for some other nice boots... that I can't think of atm because there really aren't any
anyway, they're a nearly permanent +40 HP/+1to-hit/DMG buff since irregardless of whether or not you solo a lot, you always get hit by something or another and the proc rate is huge.
Gloves: Epic Gloves of the Claw are a no-brainer. +healing amp +4 damage set bonus... yeah, they're just that sexy. Keep spectrals/Epic Spectrals around for a quick swap for when you need the to-hit to land destruct/improved destruct in really high AC situations (the djinnis in epic DQ, djinnis in Epic VoN,a couple bosses/mobs in Epic Devil's Assault/misc. Epics), but otherwise you should be good in 98% of most situations to keep the Epic Gloves of the Claw on full time. You don't lose any STR bonuses if you unequip them because you use Encrusted!
Bracers: Epic Bracers of the Claw. This is your Fort item, your free 20 HP item, and your 'I get +4 stacking damage to beat the face of anything that gets in my way' item. It's just a really really good item lol. I saw you had the Jidz Tet'ka listed... I assume that's for the 25% healing amp? Not really needed in raid situations or even solo situations... the +10/20/30 is more than enough if you're human or halfing or even WF if you take all 3 monk enhancements (what else is there to spend ap on? lol).
DT: The Trifecta of DDO: DPS, Healing amp, AC. This DT will focus on Healing amp which is never a bad thing! +it gives you autocrits if you're rushed or mobbed. Not a bad choice you had to begin with. Sundering Ooze or Freezing Ice are also very good choices as well.
Rings: Kyosho's because you're an idiot if you don't use the monk ring on a monk... come on now. Encrusted because it gives you the ability to hot-swap to epic spectrals for +4 to hit without losing your STR item and it gives +2 DMG.
Basically, as I said above, monks are about +DMG set bonuses and items since they attack, on average, 12.5% more than other melee TWFs. They also get inherent doublestrike chances while in wind stance and bypass anti-magic/dispel for perma-haste attack speeds. Even if you're in fire stance, you still attack just as fast as someone hasted? Neat, right? All-in-all, they benefit the most out of any class for +dmg and STR, but usually lack the to-hit needed if they aren't built correctly or geared out extensively for the endgame/epic content people prefer to run for neat epic items like you have listed. So you want to max your dmg bonuses and put as much into STR as possible w/o compromising what you want your build to do. The +to-hit from Tharne's SA and litany (coupled with epic spectrals when you need it) will help you in every situation that you can come by and the occassional destruct/improved destruct kama duo might come in handy as well.
I hope this helped a little. I know they're just my opinions, but I tried to link them back to your choices as much as possible. Good Luck!