Been playing divine classes (clr, fvs, pal) to L20 all my DDO life, this time round I would like to create a monk which is totally new to me.

Did some research in forum and come out with a void4 grandmaster air darkness monk using HO (only 32 pt race which can hit 16 or higher for all STR/WIS/DEX/CON) and 18 with +2 tomes.

H/w, after trying the new toon yesterday (veteran status) and completed all the newbie starting zone quests in elite, even though can solo like my pally (I comparing monk with pally since both are melee classes unlike my clr and fvs), the result is not what I really expected. While the monk can clear mobs pretty fast, his hp also drop pretty fast (though never die). Besides the noob gears, I have a fire guard robe and fire burst handwrap.

Appreciate if anyone can help to comment and feedback on my built:

Code:
Character Plan by DDO Character Planner Version 3.7.3 (Pre-Release)
DDO Character Planner Home Page
Pure L20 Mnk 
Level 20 Lawful Good Half-Orc Male
(20 Monk) 
Hit Points: 324
Spell Points: 0 
BAB: 15\15\20\25\25
Fortitude: 16
Reflex: 16
Will: 17
                 Starting          Feat/Enhancement
Abilities        Base Stats          Modified Stats
(32 Point)       (Level 1)             (Level 20)
Strength             16                    24
Dexterity            16                    18
Constitution         16                    18
Intelligence          6                     8
Wisdom               14                    20
Charisma              6                     8
Tomes Used
+2 Tome of Strength used at level 1
+2 Tome of Dexterity used at level 1
+2 Tome of Constitution used at level 1
+2 Tome of Intelligence used at level 1
+2 Tome of Wisdom used at level 1
+2 Tome of Charisma used at level 1
 
                 Starting          Feat/Enhancement
                Base Skills         Modified Skills
Skills           (Level 1)            (Level 20)
Balance               6                    25
Bluff                -1                    -1
Concentration         8                    38
Diplomacy            -1                     2
Disable Device       n/a                   n/a
Haggle               -1                    -1
Heal                  3                     5
Hide                  4                     5
Intimidate           -1                    -1
Jump                  6                    26
Listen                3                     5
Move Silently         4                     4
Open Lock             n/a                   n/a
Perform              n/a                   n/a
Repair               -1                    -1
Search               -1                    -1
Spot                  3                     5
Swim                  4                     7
Tumble                n/a                   5
Use Magic Device     n/a                   n/a
 
Level 1 (Monk)
Feat: (Selected) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Enhancement: Orcish Fury I
Enhancement: Improved Concentration I
 
Level 2 (Monk)
Feat: (Monk Bonus) Power Attack
Enhancement: Way of the Elegant Crane I
Enhancement: Void Strike I
Enhancement: Monk Wisdom I
 
Level 3 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Feat: (Selected) Stunning Blow
Enhancement: Orcish Strength I
Enhancement: Racial Toughness I
 
Level 4 (Monk)
Enhancement: Orcish Power Attack I
Enhancement: Static Charge
 
Level 5 (Monk)
Enhancement: Way of the Elegant Crane II
Enhancement: Porous Soul
Enhancement: Monk Improved Recovery I
 
Level 6 (Monk)
Feat: (Selected) Dodge
Feat: (Monk Bonus) Stunning Fist
Enhancement: Adept of Wind
Enhancement: Monk Wisdom II
 
Level 7 (Monk)
Enhancement: All-Consuming Flame
Enhancement: Void Strike II
 
Level 8 (Monk)
Enhancement: Orcish Strength II
 
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Winter's Touch
Enhancement: Racial Toughness II
 
Level 10 (Monk)
Enhancement: Touch of Death
 
Level 11 (Monk)
Enhancement: Adept of Rock
Enhancement: Adept of Flame
 
Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Enhancement: Master of Thunder
 
Level 13 (Monk)
Enhancement: Void Strike III
Enhancement: Adept of Rain
 
Level 14 (Monk)
Enhancement: Master of Stone
 
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Master of Bonfires
 
Level 16 (Monk)
Enhancement: Way of the Elegant Crane III
Enhancement: Master of the Sea
 
Level 17 (Monk)
 
Level 18 (Monk)
Feat: (Selected) Toughness
Enhancement: Monk Wisdom III
 
Level 19 (Monk)
Enhancement: Grandmaster of Storms
 
Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Void Strike IV
Lastly, just to check:

1. Is void 4 worth getting (needs heavy investment in enhancement pts)? I mean since all the monk atks using same ki pool and ki get used up pretty fast, is there a need to have force/lighting/fire/cold/acid atks esp fire/cold/acid are resisted often in high lvl quests. Will my monk suffer at higher lvl with only lighting and darkness atk? Afterall monk can still use all elemental atks using different types of burst of PG handwrap?

2. If the para/vorpal ki moves worth taking since monk can get them from weaps (or not?)?

3. Even at 16 dex, my L4 HO monk get hit quite often and with only robe, he does take quite alot of punishment from mobs. Will this get better or worse as monk levels up?

4. Is orc power atk worth taking? Does the + 1 to 3 dam bonus really makes a different at high lvl quests and epic (I thought atk bonus is more useful)?

Many thanks to all in advance.