When you're dealing with high level play, there doesn't tend to be very much room for build variety. But, there are still a lot of variables that we don't know - What about Inferno is going to make it the most difficult? Mobs that take a long time to die? Mobs that do a ton of damage to you? Will it be both? Time may very well prove me wrong, but my guess is that the below will be the most effective for an initial incursion. It's probable that more build options will open up as your gear gets better. At least, that's what I would hope, but there aren't a lot of alternative options that can compare to this.
What we do know, however, is that Blizzard is going to be making Inferno such that builds of every class can conceivably finish it solo, per their design intent. Presumably, part of their testing will involve doing so.
As such, we can assume there aren't going to be monsters that fatally exploit the weaknesses of any of the classes: There aren't going to be challenges that require Monks to fully maximize survivability because monks have the most survivability abilities and other classes - particularly Barbarians, who need to engage to access almost all their survivability capabilities - would just get gibbed.
There aren't going to be challenges that require more mobility than the Witch Doctor, as the least mobile class, has (at least I'm pretty sure they don't have as much mobility. They have one Tempest Rush type skill and that's it IIRC).
And so on.
While stacking survivability is an awesome option for a Hardcore player, I would offer that a good exploratory build for Inferno, at least for the normal game, be made with the understanding of the weakest capabilities of each class and attempting to meet or exceed each.
Also, items are an important consideration. Stacking life from spirit spent on items could easily replace a healing ability, for instance.
Edit: In fact, I'd propose this:http://us.battle.net/d3/en/calculator/monk#aeYTQR!aeb!YYaYbY
Fists of Thunder as a quick spirit generation skill.
Crippling Wave as a broad, AoE skill.
Lashing Tail Kick to lock down enemies and burn spirit for damage.
Tempest Rush to move, offensively or defensively.
Mystic Ally, to supply another target and some more AoE.
Mantra of Conviction, to increase enemy damage taken, deal AoE damage, and reduce enemy damage in conjunction with Resolve.
Then Pacifism for crowd control, and the third's a wildcard. I put Fleet Footed in there 'cause who doesn't want to run faster?
For healing, use a couple spirit->healing items. The build can generate good spirit.