I'm STRONGLY in favour of doing some serious reworking on the monk class for balancing. I've played the majority of classes/races/alignments that this game has to offer and monk is one of the few I havn't tried. I've been tempted many times because they seem like such cool different fighters but in order for a monk to do damage, you've got to deck it out in damage equipment that offers little to no stopping in most cases. This results on a huge imbalance, warriors/cavs/barbs as other melee classes can have HUGE stopping and cause MASSIVE damage with their two handed swords at the sacrifice of not being able to cast spells.
Monks suffer the ailment of not being able to cast spells but they're not even really that physical? I really think monks need to be raised on par to be able to take damage and deal damage is warriors and other melee fighters when properly equipped. Monks are primarily PHYSICAL characters and their attributes do not reflect it.
Some ideas that I thought could be incorporated to make this awesome class more appealing:
The speed factor, monks should be HARD to hit, they have horrible HP that goes quickly so they really do need to be more difficult to hit than the average character, it just makes sense.
I definitely think a natural RIS would be a great attribute for monks to have, monks train spiritually and strengthen their bodies to take so much more impact than others can without flinching or feeling the brute of the impact. Warriors rely on armor to deflect blows, monks rely on strength of their skin and will to deflect blows and history shows monks do it damn well.
Their offense is crazy, 8 hits a prompt, I love seeing it, but when the damage is reduced so much the ability for causing no damage due to armor protection is just awful. I really think monks would benefit from their core damage INCREASING with their level. It would take some tweaking and a great deal of testing for fairness but I think say... a lesser level monk should be able to actually punch a lesser avatar warrior. Currently it would most likely be straight 0 damage from the monk.
Considering monks sacrifice the HP of other melee classes, the ability to wear a great deal of stopping as other melee classes, and the ability to cast spells of casting classes i STRONGLY believe their damage should be proportionally higher. They ONLY fight well and sustain when grouped with others and must always assist in combat, never as a central tank, and their steam engine of movement points runs out TOO fast without a caster on hand. I think their damage definitely needs to increase and the damage being proportional to the level i think would remedy the imbalance.
The last thing I would love to see... ok, so I've been doing some reading on Bruce Lee, anybody reading this should totally check out his training regime if they get the chance

that's totally how I see a monk training. The feats he does seem unrealistic but are all a result of strength of mind and body as monks should be. His one inch punch! I totally think it would be a cool way for a monk to start off a fight, almost like a backstab. I might be stretching on this one, but i'd just find it super cool

stealth classes have stabs, cavaliers/paladins have charges, casters have power word kill/dispel good/evil. Why can't monks have a massive damage dealer that isn't as random as stunning blow? Lee could send a 200lb guy flying 15 feet with a punch that started an inch away from the opponent and 0 retraction of his arm. I'd love to see monks pulling these kinds of feats off in this game
- The person with too many names