The main problem I have with that is that with the way that you build monsters in 3.5 is a sense of entitlement by many (not all, but many) players that if a monster does something, that they can do something as well.
It is a natural human tendency! Humans copy the world around them. Birds can fly so people invented airplanes (hey, now we can fly like birds). Plus hang gliders, kites, helicopters, rockets, hovercraft, blimps, hot air balloons, and (conceptually) flying saucers.
If an animal or
D&D monster can perform a physical act it makes sense for the intelligent races to emulate that capacity through training (martial arts styles taken from "animal" themes like Mantis-style / Crane-style) or magic.
Dungeons & Dragons spells should at least attempt to replicate supernatural powers found in monsters because if we really had magic that is often how we'd get ideas of what spells to "research".
On the other hand, it's a game design nightmare to make every monster power balanced enough so that PCs can have it. This is the real challenge. Building a system where monsters are easy to make but retroactively make it exciting for PCs that say, "that was cool, I'd like to do that".
1. Explicitly create magical powers, that are balanced for PCs, that emulate iconic monster abilities. Either a Vancian spell, a ritual, or an AEDU 4e power.
2. Create magic items that emulate certain iconic monster abilities.
3. Make a point-buy system and assign a point-buy cost to train it, and a mana-cost to activate iconic monster abilities each time the PC uses it.
4. Make a character class (or classes) that emulate iconic monster abilities and build long lists of iconic monster abilities as AEDU or Vancian powers of that class.
5. Have monsters, sometimes or most of the time, use the same powers that are already available to PCs so that it's easier for PCs to get it because it's almost inherently a PC power.