Personally there is much more i would do to monk in a tabletop scenario but i tried to keep my suggestion as grounded in game design and realistic programming expectations as possible. I have modded in the Divinity engine before and have a general idea of the toolkit you guys are working with. While this isn't a "perfect" fix i see it as a reasonably implementable fix to help curb the incoming wave of complaints about monks game performance.

I hope you will take my advice in part or in whole as four elements monk has by much of the community almost been shunned as unplayable. There are many videos out there some of which go very in depth as to why monk is performing so poorly. if you need i could provide a few or would be happy to go over any targeted questions for specific mechanics. the TLDR is that monks have damage more on par with the "tanks" of the game at early levels and they have no ac options for a very long time (ion stones and the belt for +2ac). additionally they tend to actually get outscaled or remain at pace with tanks. frequently outpaced by support or "half damage dealers" like warpriest or thunder priests while offering none of thier utility. certain spells available to other d8 hit die classes are drastically better than more expensive monk features like stunning fist when compared to hold person. and full damage dealers in the same wieght class like rogue have drastically more consistent damage although rogues have less attacks a dual wielding rogue tends to keep up in attacks with a non flurrying monk and add onto this that every round a rogue is able to land a single attack they in essence hit 1/2 times thier level rounded up additional times. so a dual wielding rogue at level 10 has in essence 3 chances to cause 5 additional hits with no cost, whereas a flurrying monk has to land every attack to get anywhere near the same damage and spend ki.