That having been said, I think spirit as a resource is one of the major underlying issues facing the class. It forces the playstyle of the monk too close to barbarians, and one or the other will always be the "better" of the two while they essentially have the same skillset and resources. Fully changing the skillset of a monk to differentiate them would be labor intensive, require TONS of internal and PTR testing, as well as no guarantee that the new skills would pull them far enough away from barbarians. Changing the resource system would necessitate a complete retooling of skills and the subsequent testing, but there would be a much greater chance to create a unique class.
My proposal for a replacement resource system is called "Karma" and does not follow any of the "normal" mana, fury, energy resource stereotypes. Your character will start at 0 karma and always slowly degenerate back to this neutral state both in combat and out of it. Every skill the character uses generates either positive or negative karma. Once you reach 50 of either positive or negative karma you can no longer generate any more.
To play, a character would bounce back and forth from positive to negative karma then back as they use their larger abilities. characters are forced to use multiple different abilities as once they hit either 50 positive or negative karma they have to begin trekking the other way. The kicker comes when you have abilities that cost more than 50 karma so the player must first generate some karma of the opposite type before using it.
Getting into the flavor of the system damaging skills would generally generate negative karma and defensive abilities would generally generate positive karma. This forces characters to have some of each and automatically creates semi balanced builds. Passive skills could do things like "increase positive karma generation by 20% and decrease negative karma generation by 20%" or vice versa, "reduce maximum positive karma by 25 and increase maximum negative karma by 25" which essentially only allows for more initial burst of either karma.
Just interested in thoughts other people had about the situation and wanted some feedback.
TL/DR - overhaul of monk resource system from simply filling up a ball to a zero sum system that rewards players for staying close to neutral