Monks, in my experience playing one to 7th level and playing with another to 18th, benefit from three things:
Being an Elf, and
having a Druid in the party, and
having a Rogue in the party.
The Elf race is tailor made for Monks, with high Dex and medium size maximizing the benefits of dex while not suffering for small size. Plus they have low-light vision for scouting. A monk makes a great scout, able to sneak up on guards and stun them, as opposed to a rogue who can sneak attack them. A good monk can go pretty much anywhere undetected, and inflict serious pain when they get there.
Druids have several spells that are perfect for the Monk, notably Barkskin, Magic Fang and Greater Magic Fang (my fave). Who cares about Ki Strike, when I count as a +5 magic weapon for 15 hours? Helps that BAB problem somewhat too.
Rogues love having a monk in the party. Flanking pretty much on demand, coupled with the occasional stunned foe, and a companion on the scouting trips.
As others have said, you are not made for the stand up fight. You may not be able to hit the boss, and your damage probably won't matter to them, but if you are only facing boss monsters and no hordes of weenies, then point out to your DM that not only are you neutered, so is anyone who invests the feats in Great Cleave. Players like using their abilities, and any reasonable DM should play to your strengths occasionally. Have the arrogant Sorcerer with a line of minions protecting him, for you to tumble past. Use an NPC archer for him to deflect. At higher levels, try the formation of 5th level Wizards with Fireballs (Improved Evasion and SR will both help him here more thanj anyone). Sure, the DM can screw the monk by making every combat the same, one big fighter in an empty room, but if that's all you are fighting, find a better game. Monks excel more, the stranger the situation gets.
--Seule