Maetrim is a good option that is still getting updates:
https://github.com/Maetrim/DDOBuilder/releases
As for Monk, that depends what you're asking to do. If you're looking for end game meta DPS, Monks really only have throwing builds. "Meta" melee (melee isn't really meta in general these days) would maybe have a Wolf build splash monk for Jade strikes.
If you're trying to compare a pure Monk melee vs other melee options, they indeed fall short. But I wouldn't go as far as to call them "gimped". Sure, it mean you wouldn't want one in a push raid as any reason to have one can be accomplished with a 3 level splash but better, but R10s are not at the difficulty level where the DPS gap is of any real concern. You can CC priority targets, tank dooms and bosses (they finally fixed Ki Shout), and come in with huge fort bypasses for the party, jade debuffs, and some sustain options. Over the last few years they've added some MRR cap increase options and put absorbs into the GMoF destiny so you can avoid being 1-shot by certain mobs and mechanics. Sword to Plowshares buffed some common monk weapons, with handwraps being recently added. Monks are definitely in a better place than they were when they were over-nerfed, and I'm
still bitter about them removing the core monk die scaling mechanic (that should be reinstated), but I don't feel bad playing on a Monk. A key thing to realize is that you're playing a support class, not a DPS class (unless you're a thrower).
Though do realize there is a vast gulf of DPS potential. Proper gearing (including filigrees), debuff/buff application, using elemental Ki strikes and combos, cc and utilities, target prioritization and positioning... Monk is NOT a passive class, but rather one of the most intensive melee classes in the game. If you don't play it that way, you leave a lot on the table.