This (hugely helpful) analysis has got me thinking:
What if the Monk were a Martial Path? It would mean that a character begins as a regular (Dex-based) fighter for the first two levels, but then eschews weapons and armour for the pure life. Granted, there are a lot of benefits at each level, but many of them are making up for things the fighter would normally have. Thinks like ki and flurry of blows end up being flavour text to explain the increased attacks a fighter gets in any case.
It's still very much an individualist, but my sense is that this comes closer to emulating the old-school AD&D monk.
(This is off the top of my head, but it doesn't seem obviously wrong; obviously it would need tweaking, etc.)
It could look something like this:
Path of the Monk.
3 *Unarmed Strike, *Unarmored Defence, +10' movement, Expertise
7 Slow Fall, *Clear Mind, Undaunted Strike, +10' movement
10 *Purity of Body, *Diamond Body, Step of the Wind, *Improved Unarmed Strikes
15 *Timeless Body, +10' movement, Improved Expertise, Superior Unarmed Strike.
19 Empty Body, *Tongue of Sun and Moon.
* features marked with an asterisk behave as in the current (Aug 2013) test packet.
Expertise: Choose Dexterity, Wisdom, or Constitution. You get an Expertise die with the chosen ability, so that when you make a check… etc.
Slow Fall: You can slow your descent when falling. If you are unencumbered, you take no damage from a fall and may land on your feet, as if you were subject to the spell Feather Fall.
Undaunted Strike: Your unarmed attacks are considered magical.
Step of the Wind: you can move along vertical surfaces and across liquids without penalty.
Improved Expertise: Choose one of Dexterity, Wisdom, or Constitution not selected at level 3. Your Expertise die may be applied to checks with that ability.
Superior Unarmed Strike: Your unarmed attacks now do 1d10 damage.
Empty body: You can make yourself insubstantial, as if you were subject to the spell Etherealness. You must complete a long rest to use this ability again.