The reason many monks have to use spring attack to jump in and out of combat is because they can't hit and do damage. If the monk takes more offensive feats and has a high STR instead of DEX, then you can pound people into the ground with a full attack. High Strength means good grappling attacks too.
If you go with a high strength, then Improved Trip is more effective than disarm. The monk's lower BaB doesn't have an impact on trips but can be disadvantageous when attempting disarms. Also, a monk using unarmed attacks will be hurt by the size bonus/penalty on disarms.
Stunning Fist is usually a better idea than improved grapple. Imp Grapple is an easy feat to get, while Stunning Fist can't be taken until higher level. Also, unless you want to go with Power Attack or a long dodge train, then a monk's first level feat is kind of open; with no base attack, options are limited. So you can easy take Imp Grapple as your normal feat.
I reccomend something like the following build:
Race: half orc (more strength, penalties to only possible monk dump stats)
STR 20
DEX 16
CON 14
INT 11
WIS 17
CHA 9
Consider switching Dex and Con. More HP is always good. Also, when grappling, Dex doesn't help you much.
Feats: (1)Imp Grapple, (M1)Stunning Fist, (M2)Combat Reflexes, (3)Dodge, (M6)Improved Trip, (6)Defensive Throw, (9)Weapon Focus: unarmed
Of course, I don't have Oriental adventures, so there might be better feats there. Still, these feats should work pretty well. With high strength and the feat, you should be able to out grapple most characters, especially wizards. Stunning Fist expands your anti-wizard options - sometimes, it's not a good idea to grapple someone, due to possible sneak attacks.
Defensive Throw lets you make a free trip attack when your dodge target misses you. With good buffs, the monk should have a decent AC. Your enemies' lower iterative attacks become your friend with defensive throw. Also, if you trip on their last attack, the enemy is prone on your turn, giving you a sweet +4 to attack.
Weapon Focus helps make up for your lower base attack. Also, since you have lots of attacks, that +1 adds up. Without any items, the monk's attack will be +12/+12/+7. A handy pair of magic items (+2 STR enhancer and an amulet of mighty fists +1) increase it to +14. Probably about on par with or a hair behind a two weapon guy, except that the monk gets full strength damage on the extra attack.
Skills: at least +14 tumble
Good items: potions of whatever buffs you don't expect the group to give you. Mage armor is a monk's best friend, get it via spells (best) or wands/potions. Shield is also good. Enlarge person is great since it helps your trip and grapple a lot too.
A monk's belt is probably the best big ticket item for this character, but a bunch of low end ability boosters, AC increases, resistance thingy and an amulet of mighty fists would work just as well or better.
I've been playing a character like this up to 7th level so far and it's been working out for me. In mock battles, I've beaten the other fighting types in my group.