So my very first iteration of the class (from early 2013) actually used Ki as a resource (before the monk even existed mind you). Testing led to some problems though that I feel are shared by classes like the monk, battlemaster, and warlock. Abilities based on limited use resources don't lead to interesting gameplay IMHO. Basically, the class would always use up its ki for maneuvers, then be stuck with basic attacks. It made the first few rounds of combat interesting, but the last few rounds become too repetitive. At least the spellcasters have a variety of at-will cantrips to fall back on when they are out of resources. Martial PCs aren't so lucky.
I feel the same. I call it the 'depression spiral' in that the character is at its best at the very start of the [time unit], and from there on things can only get worse. I'm very much in favor of counter mechanics which can allow for cool things to stay or become available as the fight goes on.
The initial drafts had ki recover with a 5 minute rest, so it was usable every combat. This at least ensured that some maneuvers were usable each combat. Having a resource recover with a 1 hour rest would make it too infrequent (like the battlemaster) or effectively at-will (like the level 20 monk). I want maneuver usage to be more frequent than battlemaster 12 maneuvers per day, and less frequent than the monk 40 maneuvers per day.
The resource mechanic went through a number of iterations between then and now, but ultimately, I like the "combat focus" the best. I was turned onto it by seeing the 13th Age rogue in action with their "momentum" powers. You are right though, the resource tracking is actually very limited, almost nonexistent. I like the simplicity of that method though. Having less to keep track of is a good thing for the most part, especially when you already have to keep track of things like boosts and counters.
I can see the attractiveness of the 13th Age 'momentum' model, as it is simple to use and to track and I think it works. Along development of my homebrew ruleset I kind of expanded on that, by allowing each class specific mechanics to generate and discharge 'momentum'. Also I made it stackable up to 3 times and portable across encounters (it then resets to 1 upon a long rest). This is a bit more involved in terms of resource management (although it is actually not difficult if you hand out a tokens to players for each 'momentum point'), but also brings out interesting dynamics. If you want to take a look the document is available here: http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1085 (it's based on 13th Age and it is tailored for sci-fi/modern scenarios, but the mechanics are quite flexible easy to extrapolate for another d20 system like 5e or 4e).
To be clear, I'm not saying this is better than what you got here at all. I like what you did with this class design, it's just to offer a slightly different take on the subject.