Mine is still in scattered handwritten notes. In general, though, I'd knock out most of the mystic elements and concentrate on butt-kicking, which I find *much* more interesting.
I'd give "average" saves instead of good. (Start at +1 and go to +9 at 20th level) Why? Since the class doesn't have the roleplaying handicaps, it needs to be toned down a bit.
I'd up the base attack to Good and remove flurry of blows. Not that flurry of blows is *bad*, but I want a pure fightin' machine.

I'd probably keep the AC bonus as-is; that fits in with more aggressive martial arts movies, too.
I'd drop most of the mystic powers, and I'd have bonus feats available at higher levels in place of some of the lost abilities. I might steal some abilities from the thief-acrobat in Complete Adventurer; I'm not sure.
One thing I might do is have "hard" and "soft" styles: hard with more aggressive abilities, and soft with more mystic abilities. Probably best as seperate classes, though. And with the 12 new base classes of the Complete series, it's not like adding more base classes is unusual any more.
