I'll cast my vote for Open Hand monk as the best all-around combatant.
The main thing to keep in mind that raw damage is not what monks do. They are a mix of damage, debuff, and control. To get good value out of a monk in combat, you need to be aware of the tactical situation and coordinate with other PCs. Your most powerful ability, Stunning Strike, is nothing special if you're the only one attacking the target... but if you land it on a monster and then the whole party unloads on that monster, the results are gruesome. And you can drop 3-4 Stunning Strikes a round if you're willing to spend the ki. (Take it from a DM with a monk-loving player: Boss monsters hate Stunning Strike. I've seen that guy burn through a boss's Legendary Resistance, all of it, in a single turn.)
The Open Hand Technique options don't deal extra damage but are very good tactical tools. You can knock enemies off cliffs. You can run around a ranged attacker and push it 30 feet into reach of your slow, tanky fighter friend, or put a melee attacker out of reach of the wizard in the back. If you can get to a flying enemy, you can knock it out of the air by making it prone. And if an enemy is so foolish as to use the Ready action where you can see them, you can shut that right down.
If MCing rogue, keep in mind that Cunning Action and Martial Arts will be competing for your bonus action each round.
If you have a spare feat lying around, give some thought to Magic Initiate: Druid. Druid? Yes, druid. Shillelagh is your jam. Take the weapon you were probably using anyway, and turn it into a Wisdom-based attack. Then max out Wisdom instead of Dexterity* and make your save DCs two points higher.
[size=-2]*Eventually you will want to max them both, but that doesn't happen until 16th level.[/size]