Background - I'm a casual player with only sporadic raiding experience. I've been away from SoD (playing GW2 and Diablo 3). I have a monk and just caught up reading this thread, including all the complaints. I have, what I think is, a somewhat elegant and powerful way to combine the three separate systems (stances, skills, combos) into one.
-The ability to change stances through /s would be removed except /s14 and /s16.
-When monks exit combat, they will be put into the current /s6 with no stamina cost and a 20% evasion bonus. The evasion bonus should work similar to how it does now (or theoretically should be) with the bonus disappearing a few seconds into autoattacking.
-Stances change when you use a skill. Stance change can only occur as often as in the current system (12 seconds?).
-Skills, in addition to their current damage, have an effect similar to the current combo system, and cost a discreet amount of stamina every time they are used. This stamina use on skill activation would be similar to how warriors are currently, but without the warrior's regen mechanism. This would allow you to burn your stamina defensively as well as offensively, somewhat similar to the idea for the defunct Arcane Knights. Effects could be made to scale through level, only start at 65, or some combination - like starting at 35 and scaling.
-Stance switches occur regardless of hit or miss.
-Effects could occur regardless or could be based on hit or miss, depending on balancing.
Skills/Stances/Effects:
Round Kick - puts you in /s1. Causes current seven-sided stomp effect (lifesteal).
Tiger Claw - puts you in /s3. Increases hate and/or causes you to dodge the next melee attack within a time frame.
Eagle Strike - puts you in /s10 (drains stamina). Causes you to interrupt spell cast if possible and/or dodge the next damaging spell within a time frame if possible.
Dragon Punch/Tail Rake - puts you in /s9 (does not work with 2H, drains stamina). Causes aoe effect, could be a dd or dot (similar to current Wrath of Nalansar).
Flying Kick - puts you in /s2. Causes current Massive Kick effect.
This system provides the benefit of being able to react to situations limited only by the stance timer, vs the current build up combo system. It will also allow you to create your own combos by interspersing different skills while the stance timer is on cooldown. Tanking multiple mobs? Use Tiger Claw to go into defensive stance, then use a Dragon Punch/Tail rake to maintain some aggro on the secondary mobs. Your stamina bar becomes a much more controllable resource; you can open with one Flying Kick to get in /s2 and autoattack until a burn phase when you can drop repeated Flyink Kicks. You can try and anticipate phantom strikes or aoes to dodge them with Tiger Claws and Eagle Strikes. If your healers are busy, you can life tap some.
If a more robust system is desired, the effects of skills could change depending on the stance you are in. For example, Dragon Punch/Tail Rake could cause an aoe dot/slow in /s3 and an aoe DD in /s2.