Hmmm I'd really miss the fists of light attack - it may not provide much healing but given the speed of attacks it can certainly help. The info for hand of healing doesnt state whether it is effect by anything i.e. scales with melee power/spell power, probably not but wanted to check. Same applies for some of the other finishers for some people - would it not be possible to put various current attacks/finishers into even one or two multiselectors so that people can still retain their favorite? The cost/cooldown could be adjust so that they are not overpower and limiting it to just one should reduce the chance of unforeseen issues.
Secondly - you have both stunning fist and quivering palm using the highest of str/dex/wis as well as some of the abilties in the ninja tree but the trance only supports wisdom, now any monk is likely to try to keep wisdom reasonably high for the additional benefits (will save, AC etc) but if you're wanting to go the route of a str or dex monk it seems like you're losing out.
There's still nothing in any of the trees with regards to MRR cap. Whilst monks do have evasion there are a lot of spells, particularly DOTs, that can't be evaded and we have no way of increasing MRR cap prior to epic levels, and even there we are dependent on using either filigree set bonues or wait until level 30 to get an increase in the GOF tree, although we do get a reduction in elemental damage a little earlier than that. I think that the MRR cap should slowly increase over time across heroic/epic/legendary levels. Especially true in that spell resistance in the D&D rules also applies to damage spells which it doesnt in DDO.
And finally there's the question of ki - now that everything is agnostic weapons wise there's a number of ways to increase how much ki you get per hit in the 3 trees regardless of weapon type. Add in the late game items that can given +4/+5 to ki on hit and you're looking at a lot of ki being generated, probably more than you can actually use in a lot of case. If ki is supposed to be a limiting factor for monk abilities then it may not really be a factor at all in future.
Oh and one final, final, thing - the stances don't seem that balanced with water seeming to give a lot more than the others in some ways, +13 to dodge, +5 to saves and +1 to passive regen in addition to the usual +4 to stat. Maybe consider improving the other stances. With regards to the wind stance the 15% bonus to attack speed doesnt stack either with haste or the many items available that provide the same bonus but also give you the movement bonus as well. Could you consider either adding in the movement bonus to the stance or changing the bonus to a stacking increase e.g 1, 2, 3, 5% increase in attack speed, as its stands its often redundant as a lot of item sets will include this. You might also want to consider revisiting the DR reduction in perfect self - in D&D 10 DR is a lot, in DDO its not. You could either up it a bit, or change it to a smaller % reduction in damage.