I have been terribly critical of monks in the past; I have questioned their utility, design, and power. Well, after 13 levels of playing a monk, not much has changed.
Handwraps: I understand that these things must be kept in perspective, but broken and underpowered is no way to run a class. Vicious handwraps were fixed, of course, leaving me to wonder how anyone makes it to level 10 now, but ghost touch still doesn't work, and only getting to use one handwrap is kind of silly; what, are we supposed to be Michael Jackson?
Hit points: This is the killer; no matter how high your AC and saves, sometimes you get hit, and you need the HP to soak it up. A line of toughness enhancements would be a welcome option to all those ki moves. Of course, if you ditch TWF, mobility, etc, you can drop all those feats on toughness, and you can get close, but still low by tankish standards.
Ki moves: W_T_F? None of them would be worth the effort to click on if we had any reasonable options, but what else do we have to spend our AP on? We get a healing ability that doesn't heal enough after level 3 to be meaningful, a set of debuffs that everything is immune to, the blindness/curse/etc removal abilities that can be replaced by a nominal investment in potions, and a resurrection ability that is so restricted that it is essentially unusable. About all I use my Ki for is Wholeness of body and abundant step.
Abundant Step: OK, this goes a long way towards making up for all of the other shortcomings; I'm not sure that they meant to obviate the horn of agility test in the Crucible, although the issue of picking up the horn before the door closes is one that I was unaware of. The only thing that this needs is the ability to jump higher as well as farther.
Attack ability: As a strength build monk, my damage output isn't bad; not phenomenal, by any means, but enough to draw aggro and get myself killed. FYI: short of green steel kamas, the quarterstaff is the highest DPS monk weapon.
Three more levels, and I will have a reasonable comparison to my tempest-tank; right now, it looks like the monk has an advantage on AC and saves (though not by much), but comes up short on damage, utility, and especially hitpoints. The ki stuff looks neat, but does not substantially contribute to anything.