Now the file is finally linked -.-.

Basically by reducing the number of ki points, but increasing their effectiveness, as well as offering monk their attacks to scale like fighter.
Monk is guaranteed to have 1-2 more attacks than a fighter, which to me seems fair, as they will most likely have 2-4 less AC at any given level range
which is 10-20% more chance to be hit by melee and magic attack rolls alike, as well as less HP, and lower average stats(fighter gets an extra stat add at lvl 6).
Honestly while parsing the numbers i saw rogue drop off a lot more than i expected and a did not expect great weapon barbarian to run away with the show. I think rogue is an easy fix, add the rogues dexterity modifier to each sneak attack dice. Or if Larian wants to go down the more bonus actions road i have a suggestion have rogue, and shadow path monk both be able to throw multiple darts at the same time with one throw action. Shadow path monk if it leans enough into thief instead of gaining as much monk will already perform better because is it has its own built in sneak attack it can benefit from its own shadow step without multiclassing. this will also be a very sought after multiclass for rogue thief archetypes.

In raw it takes monk 1 ki point to flurry, and then 1 ki point per attack (that will 50% of the time miss) so at say level 11 raw 4 ki points to try to stun a hard target that needs to be stunned, and thier success rate is incredibly low.

By allowing the monk to spend 1 ki point to be "Stunning" for the round and have cumulative hits stack up to make the DC harder at the end of the round you mitigate excessive rolling and give the monk a niche as it can stun things other classes may not be able to. it also slightly mitigates how incredibly bad they lose the "Mass CC" numbers adjacent classes can pump.