I disagree with the "make KI strikes imbue" idea. Strikes are there to not only do damage, but create finisher moves. While some may argue the usefulness of them, the mechanics are still there. Having them as toggles will break the finishing mechanic.
I do think the idea of scaling the strikes with imbue dice modifier is a good idea, but may not be possible depending on the coding in the background.
What I would like to see is an option to extend the duration of some of the Ki buffs (like spell buffs do as you go higher... level 1 buff lasts for 5 minutes, but level 20 lasts for 30 minutes). Ki buffs should be 1 minutes at level 1, and 30 seconds each monk level (total would be 17 minutes at level 32). This would increase the usefulness AND give some incentive for pure monk.
the finisher mechanic barely gets any use. Even then there is no reason not to make them a Ki Strike passive damage to every hit.
when i had just come back i had no idea that Imbue was a new mechanic that folks were trying to squeeze into anything and everything. Now i see that as a problem.
The Always-On Ki Strike mechanic i asked for many years ago was so that we could toggle the extra damage a monk needs to come close to measuring up to the other melee classes. Even then it's woefully inadequate and the only monk build that is even viable now is water stance with max WIS anyway... Monks could use an overhaul. Again. This time without the entire nation's nerfbats being launched at the class from trebuchets into a deep pit with Monk helpless at the bottom to resist as the nerf bat barrage hits over and over again relentlessly.