Ideas to bring the monk class back up to par without relying on a smattering of OP weapons/items:
1. Swap Flying Kick and Round Kick in the current Combo rotations.
Flying Kick is very obviously the intended DPS special attack of the monk class. It is the final special attack we receive. It has the highest base damage. It has no utility effect like most of our other attacks. We have a class tome devoted solely to increasing its damage. The +FK skill mod has been tweaked to provide a larger benefit. Yet because our DPS combo is 3x Round Kick, all of these class mechanics devoted to making Flying Kick do better damage are completely wasted. This would not be that significant of a DPS improvement even for the monks that have every possible boost to Flying Kick damage, but the situation now is 100% illogical and this change seems like an obvious one, and one that is a very simple fix.
2. Add more +Flying Kick mods to monk gear across the tiers.
There are a grand total of 7 items in the game that provide the +Flying Kick mod. 3 of them are BOE items, two are CMal 2 drops, one is a low tier quest reward, and one is a mid/high tier drop. My first proposed change would cause monks to actually use Flying Kick again, and this one would mean the altered +Flying Kick mod actually would actually benefit a sizable portion of monks. Perhaps a +Flying Kick refuge aug, so monks can choose to aug for a bit more DPS instead of straight resists/ac across the board?
3. The combo system itself still needs work.
There are several issues with the combo system as it stands. First, our special attacks have fairly low accuracy, which results in long stretches of time where we fail to initiate a combo due to missing multiple attacks in a row. In 30 minutes of soloing in OG yesterday, I failed to complete a combo attack against 3 mobs (out of perhaps 20 total) due to missing ~5 kicks in a row at the start of the fight. If our class is to be balanced around the combo system, it needs to actually be reliable. There are also issues with mob hitboxes and terrain that can make it impossible for our special attacks to land due to being out of range (while still being inside regular melee range). So, I would propose that our combos should be initiated whether or not our special attack actually hits.
Secondly, most of our combos are not worth using. The lifetap and DPS combos are very nice and are the only ones I personally ever use. For a while, Slow Time worked differently than it does now; using it actually added the buff as a melody like a real bard song, and allowed it to run on its own until you ended it (most commonly by feigning death). This was great for boxing/soloing, and could be useful in groups and raids in some situations. It was still extremely niche in those environments however since monks have to feign death so frequently to avoid pulling aggro, and it also doesn't stack with other overhaste as far as I'm aware. It would be cool if this could somehow be brought back, or if the 15% overhaste could be adjusted somehow to make the effect worth using with its current duration. The human racial combo (Wrath of Nalansar) seems pretty nice in that it actually does some AOE DPS along with some utility effects, although I'm not sure how much DPS it actually does since I'm not a human. The iksar racial effect in comparison is awful. Its key feature is a mana drain of -18 per tick. Mana drains in the first place are very seldom required/useful, and this one in particular is very weak compared to what other classes can offer. The two DD+Stun combos and the mez combo should be changed entirely, or at bare minimum get rid of one of the stuns and give us something else. Requiring 8-10 seconds of windup on a stun or mez, while being in melee range of something to initiate them, results in them being completely useless in my experience. If there are other monks out there that want to weigh in on the usefulness of our various combos or ideas for new ones I would welcome the input.
Thirdly, the whole purpose of the combo system was to provide monks with more utility, bring our DPS up to par with the other classes, and to also be somewhat involved. I don't believe that the combo system as it stands has managed to meet any of those goals. The potential is there, but it has not yet been achieved. In groups and raids our primary purpose is DPS, and we used to spam flying kick every time it refreshed from the start of a fight until the end to maximize our dps. With the current system, we now spam Round Kick from start to finish instead. Giving us a wider variety of useful combos is necessary to meet all three of the goals of the combo system. We should have multiple combos that are worth using in any given fight, rather than having one that we use from start to finish. Pretty much every other class in the game (aside from perhaps rogues I guess) have to actually make choices on what they are going to do next in a fight. Give monks actual choices to make as well.
Edit- An example of what I think the combo system could be. Firstly, reading back through the thread makes it apparent that Slaar for whatever reason was against things with 100% uptime. I feel that this is a key issue with the system not being very involved. If none of your combos have persistent effects that last longer than one combo rotation, inevitably you will just use whichever combo is the optimal one over and over and over forever. I think a slightly different approach would be much better overall.
If one of our combos applied a DOT that lasted 4 or 5 ticks which resulted in more overall damage than the Massive Kick DD and its +accuracy effect, and we also had a combo that applied a buff to ourselves or our group that lasted a minute, suddenly monks would be using 3 different combos in a typical fight rather than just chaining the same one over and over. We'd have to actually evaluate the situation and choose our next combo appropriately.
Or, say you are soloing or 2boxing or offtanking... if the Round-Tiger-Flying combo were changed so that the +avoidance, -accuracy, self heal effect instead lasted a minute and applied a self HOT with an aggro boost, it would accomplish several things. It would certainly be used more often (I completely forgot about it in my original post listing the current combos, for crying out loud) and it would encourage using multiple combos because refreshing its effects while the previous ones were still active would not be very useful.
There are tons of possibilities for the combo system that would actually meet the goals set forth in this thread, I'm sure the devs and other players can come up with tons of possible things to implement that would be fun and engaging while addressing the substantial issues that the monk class faces currently.