Some comments about the monk class in general (though possibly a bit late):
One of the things that I really dislike about the monk class is that (by the core rules) it offers practically no room for personalization. The monks abilities work well if you like playing the exact monk that WotC made. But if you want to do things that are a bit different, you're only choice is to use stuff beyond the core rules. Because of this, there are places where they do well, and places where they suck, but the character doesn't get to make descisions about what situations those are. Conversely, other classes are highly specializable (fighter feats, wizard specialization, cleric domains, etc).
Also, it always apeared to me that the monk is based from the same frame as the cleric (variations on priests from 2e), rather than being based off the fighters frame, which would seem to me to make a lot more sense. I think that a lot of the problems that some people see with monk is because they want a martial artist that's a warrior, not a worshipper. To this, I highly recommend Beyond Monks (again. I should ask them for payment for it sometime). The martial artist class they provide is much closer to the fighter class than the core monk. Of course, in doing so, they give up some of the "really cool" monk abilities.
My current character is a martial artist that's based around the Flip Kick and Perfect Reflex feats. The basic fighting style I imagine is running around enemies in circles, kicking them in the shins. A nice side effect is that I can, in theory, make more than 4 attacks in a round and still take the total defence action. Both fun and effective, but unfortunately doesn't really start to work until around level 9 (which I'm not).