-Exploding Palm (Obsidian): I assume if it's a melee trying to take you down he won't be kiting you, which means it would be fairly easy to stack the Obsidian rune to 5. 50% increased damage should burn through them even if they have high defenses.
-Breath of Heaven (Obsidian): Low spirit cost, moderate heal with Transcendence, and 20% extra damage for 8 seconds after casting makes this useful for both offense and defense.
-Blinding Flash (Golden): Depending on if the Golden rune only increases the blind, or if it increases both the blind and the chance to miss, it would be useful to debuff your enemy with a 7 second long 30% chance to miss. Used defensively with a low spirit cost.
-Serenity (Crimson): Here's your oh **** button. From what I've heard, level 60s have around 10k health so this is almost like a pally bubble + lay on hands on a 60 second cooldown.
-Seven Sided Strike (Crimson): Big burst damage. This is your main spirit spender and should be used off cooldown when spirit permits it.
-Mantra of Conviction (Alabaster): Here's where you turn the fight in your favor. You deal more damage, they deal less damage.
-Transcendence: Very nice passive heals every time you use spirit. Just a little napkin math: it accounts for about a 40% increase of healing done by BoH. Also, BoH (non-Indigo) + Transcendence should heal for more than BoH (Indigo) with no Transcendence. At 80 spirit per SSS, it'll heal for about 25% of your health (almost as much as one BoH). Again this is assuming lvl 60 has 10k health.
-Sixth Sense: More passive avoidance for melee classes.
-Pacifism: Discourages your enemies from using CC on you (like Barb stuns).
-Lots of damage increases and damage decreases should give you the upper hand. I'm not sure if they stack additively, multiplicatively, or overwrite each other but assuming the worst case scenario (larger buffs/debuffs overwriting lesser ones) you're looking at: 50% extra damage taken by enemy with 30% less damage dealt by enemy + passive avoidance.
-It supports my interpretation of the Monk's strength, which is to outlast his opponent through self-heals while whittling them down with buffs and debuffs.
Let me know what you guys think, what you would change, and why.