I mean, if you want to tie things to history then I guess. But why hold the martial artist to a standard that literally no other class in the game is held to? Every class in the game has absorbed the influence of pop cultural tropes and the "monk" needs to get with the times and get out of the 1980s.
The supernatural martial artist in today's pop culture has grown beyond its origins. You've got characters like Buffy the Vampire Slayer, Blade, the Jedi from Star Wars, and the Qowat Milat from Star Trek just off the top of my head who are all in that unarmored supernatural hand-to-hand combatant paradigm. The class could be, and IMO should be, a much, much more flexible chasis for character design than the "warrior monk from a 1970s kung fu movie" that it originated from.
So what I did for WoE is first pare down all the classes to basics. We've got Combatants, Mages, Clerics, Rogues and Bards. Then everyone gets feat all the time, some with former class features. Some of these feats have trees that give a theme in place of PrCs/subclasses.
So it came time to do the monk and... I didn't. Not like the D&D monk at least. Instead, I have:
Pugilist tree - punchy style that lets you be one of several types of boxer.
Wrangler tree - grapples and locks. From greco-roman and pro wrestling.
Martial Artist - stance based that focuses on throws, sweeps, and using the full body as a weapon.
And then the fun stuff:
Drunken Boxer - drinks for rounds of drunk condition and spends it for special moves. Doesn't have to be the Jackie Chan drunken master; can be a bar brawler or anyone fueled by liquid courage.
Arcane Armsman - not just martial arts, but infuses attacks with spell effects.
Eight Elements Arsenal - lets you create weapons out of elements for great violence.
Primal Flame Boxer - FIRE PUNCH
And that's just core.
The kicker? You can built it off a Combatant for maximum fighty, but you can also be a Wrassle Wizard, grappling dudes and then dropping touch spells on them in a clench.