right but all the flurry attacks are still restricted to martial arts. a flurrying monk at top level doesnt really attack much more than a fighter and all thier extra attacks are martial arts.
in regards to the shadow step it also prevents martial arts and flurry of blows because those are also bonus actions.
you just keep stringing bonus actions together like they can all be used at once. they cannot. dipping into paladin is basically a weaker version of speccing into rogue, smite uses your bonus action so you are using up your extra attacks to hit as hard as you would have if you didnt. Its also a limited resource, much like Ki. It also doesnt help you in ranged combat very much. a place the monk is incredibly weak in raw PHB. lazer monk mitigates this some but its not in the scope of this game.
Level wise they are very clearly talking in the 10-12 range.
Oh it depends on the individual game and how they implement the rules, not strictly however it works in PnP.
In DDO, 2 levels of paladin gives you Aura of Grace, and immediately adds your CHA modifier to Saves. At 4 levels you gain and can Specialize up to to the second to top tier of the Sacred Defender tree, so you can add extra saves, AC, increase dodge cap, physical and magical reduction and all that. And it stacks with all other bonuses from the Monk and Rogue levels, see here for reference
https://ddowiki.com/page/Sacred_Defender_enhancementsThis isn't necessarily something that is going to work in 5.0, PnP, or BG3, just like the multiclassing options from earlier BG games or NWN1+2 are going to be entirely different too.
So the multiclass I used when I last playe a monk class in any DDO game was
Sacred Defender plus
Ninja Spy and actually very little from the Rogue levels other than getting the sneak damage levels and
Opportunist at 10 levels. The Rogue levels could very easily be changed to figher ones, but you would lose most of your skills as well.