As usual, Snarf's OP is fantastic - I love both the time capsule visit and the overall assessment of the underlying issues, which I think have always come down to D&D not knowing quite what to do with the class.
That said, a number of us have been tossing around ideas over on the OneD&D forum, and here is my consolidation of them into a few very minor tweaks to the current UA that I think would hugely benefit how the class plays. Alterations in italics:
2ND LEVEL: MARTIAL DISCIPLINE
Your self-discipline and martial training allow you to harness a well of extraordinary energy within yourself. Your access to this energy is represented by a number of Discipline Points. Your Monk level plus your wisdom ability score modifier determine the number of points you have, as shown in the Discipline Points column of the Monk table.
You can spend these points to fuel various Martial Discipline features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Martial Discipline features as you gain levels in this class.
When you spend a Discipline Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all your expended points.
Some of your Martial Discipline features require your target to make a saving throw to resist the feature’s effects. The saving throw DC equals 8 plus your Proficiency Bonus plus your Wisdom modifier.
Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 Discipline Point to make one additional Unarmed Strike. You may still take an additional unarmed strike as your bonus action.
Patient Defense. When targeted by an Attack, you can spend 1 Discipline Point to take the Dodge action as a reaction.
Step of the Wind. You can spend 1 Discipline Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.