Thanks for the replies everyone.
I think the 4th edition Monk actually gets some of it right. It's highly mobile and flurry of blows is just a trigger from landing an attack. Movement abilities are tied together with standard action abilities. It's also naturally psionic to give it more "mind over body."
Naturally psionic is one of the things that I'm on the fence about. To me ki doesn't equal psionics but they are very similar, I'm sure some of my bias against psionics is my lack of experience with them, though I wouldn't be opposed to splashing in some psionic abilities while keeping it wholly secondary.
Those are nice, but I don't know that they necessarily pull the monk up to tier 3 or 4.
Those are a few of the minor things I've considered. One is upping the AC bonus every 3 levels so it becomes +6 at 19th level, not a big boost but a point or to of AC a level or so lower can make a difference. I also thought of changing the unarmed damage chart to raise it every three levels, becoming 3d10 at level 19, also I think it's fair to increase the damage dice after 20th level. Another change I planned was giving bonuses to jump, climb, tumble, and balance to let them make the epic DCs super early to pull off the insane acrobatics. I also though of making slow fall instead ignore two d6 worth of damage per class level, effectively making them immune to falling damage at level 10 so they can afford to jump 70ft in the air to attack and not be worried about the landing.
Add in an ability that lets them base their attack bonus off of WIS rather than STR or DEX. That way WIS is the main stat, and STR and DEX are secondary. Less MAD is more bueno.
I've seen that in many monk fixes, and I think it certainly belongs in the class. I though about putting it in at level 3 or so, so they actually have to be fairly above average (compared to commoners and the like) before they can do that.
Also, all limited use abilities need to be usable AT LEAST wisdom modifier number of times per day. I'm looking at the Dimension Door ripoff and Five-Point Heart-Explodey Technique particularly. None of that 1/week junk.
Another fairly common change that is completely fair and needed. Some of the more 'tame' abilities I thought of making 1/class level/day but again, anything 3/day should be super awesome and need a hard limit, and anything 1/week should say 'i win' or 'i hold your life in my hands unless you work with me' that kinds of thing.
I thought about giving them a ki blast sort of thing that they could use as part of a flurry in place of one of their attacks or as a stand alone attack action.
Another thought that just popped into my head is what would you think of a constantly active ability that gave them a 5% miss chance per 10ft of base land speed, maybe capping at 50% or something? Kind of the classic martial arts thing where they're moving so fast there seems to be 8 of them?