Since it's made it this far, this probably wont happen. But I would once again like to suggest that Ninja Spy's Dark Flurry, and Shintao's Hand of Harm, these ones:
Dark Path: Shadow Flurry: Melee Attack: +20% damage. Target must make a saving throw equal to (18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs) or have some of their energy temporarily sealed, halving all positive energy healing, reducing its fortification by 25%, and rendering it unable to cast spells. The enemy makes recurring Fortitiude saves to shake the effect. Cost: 20 HP, 10 Ki. Cooldown: 12 seconds.
Dark Path: Hand of Harm: Melee Attack: You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification by 25%, and increasing its negative energy vulnerability by 25%. Periodic Fortitude saves (14 + STR/DEX/WIS Modifier + Monk Level + Stunning Bonuses) to negate. (12 second cooldown, costs 10 ki)
Get swapped, and the Hand of Harm get changed to do Poison vulnerability. So it would end up like this:
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Ninja Spy:
Dark Path: Shadow Flurry: Melee Attack: You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification by 25%, and increasing its poison vulnerability by 25%. Periodic Fortitude saves (18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs) to negate. (12 second cooldown, costs 10 ki)
+
Dark Path: Poison Exploit: On a failed saving throw, your Touch of Despair purges an enemy of Ninja Poison, dealing 1d20 + 20 poison damage per stack of Ninja Poison removed. Scales with higher of Melee/Ranged Power. (This factors in the damage boost from Deadly Exploit as well.)
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Shintao:
Dark Path: Hand of Harm: Melee Attack: +20% damage. Target must make a saving throw equal to (14 + STR/DEX/WIS Modifier + Monk Level + Stunning Bonuses) or have some of their energy temporarily sealed, halving all positive energy healing, reducing its fortification by 25%, and rendering it unable to cast spells. The enemy makes recurring Fortitiude saves to shake the effect. Cost: 10 Ki. Cooldown: 12 seconds.
+
Dark Path: Greater Hand of Harm: Targets affected by your Hand of Harm are also Blinded and Nauseated until they save.
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These changes mean that the Hand of Harm becomes the complete debuff attack, doing "Unable to cast spells, Blinded, and Nauseated" when upgraded, keeping it all on theme
And the shadow flurry becomes the complete damaging attack, putting all power into the poison strike, and making the Dark attack buff Touch of Death, the way that it does right now with the +25% Negative Vulnerability, and Touch of Death's 500 Negative damage.
Edit: Swapped the DCs around to fit their respective trees, and removed the HP cost because it doesn't need to be there anymore. The Fire-Dark-Fire crit effect isn't there anymore.