Thanks for taking the time to answer my ??? Appreciate You!

Monk just fits so well with what I want to do in the game. 45' speed at 3rd level is 50% more than most characters and having fists for weapons removes the action required to sheath them when I want to cast spells.
I think I will go with Acrobatics & Athletics for the ultimate in movement, taking advantage of the 3D nature of the game; running & jumping to get her in position to fire spells from above with that to-hit bonus.
Monk3 moves the damage up to d6, same as shortswords, and the extra attack makes up for the lower damage die than a fighter...specially considering you get to add the Bonus Damage +3 twice when you hit twice.
Monk5 gives Stunning & another Extra Attack (potentially +3dam x3). I think I'll end up Monk 5/Sorcerer 7 but I am totally going to reconsider along the way depending on how the game is going; what it is throwing at me.
If ye ole rusty trap serves, in BG2 physical attacks were more required in early levels & spells more necessary later in the game...

And perhaps I should mention, there is a bit of real world connection for me since I've studied Martial Arts myself for over 30 years. I am totally looking forward to the cinematic presentation of the attacks; hoping for kicks too...
And that ties in to the spells as well; I just dig the spell scenes. Here's my likely spell & 4E Monk ability choices to give you an idea of what I'm SHOOTING for - PUN intended ;)-
I only went up to M3/S3 cuz I figure that's a long ways away and I might change my mind anyway.

SPELLS
S1: Blade Ward, Firebolt, Mage Hand, Light (or DL?) 1s Ice Knife, Chromatic Orb
S2: Fog Cloud (or Witch Bolt??) MM: Twinned & Distant
M3: Fist of Unbroken Air, Thunder Fist, Water Whip
S3: Blur MM: Quickened???

Mage Hand for disarming traps at distance. Blade Ward for a small defensive boost. 3 ranged attack spells of varied elements. I chose those via sorcerer because less chance of getting the spell interrupted with some distance between you and your enemies...whilst the Monk choices do Not provoke I'm guessing?!? And can push the enemies away to buy time for other spells or retreat without provoking.
Fog Cloud comes in handy for getting out of surprise/traps, and especially vs. several ranged attackers.
Can't wait to see some Twinned Ice Knife!! IF they're close enough they'll both be in both AoE radius for 4d6 cold damage...and then maybe slip & fall! Hehehehe
Totally had Fists of Fire on there too but could not help but want to see how Water Whip looks & works. Figure IF i'm not digging that I can respec back to the Fire Fangs...which I'm guessing also look cool.
And being able to knock an enemy prone to delay their approach or pull a spell caster within range of crushing their concentration can be worthy skillz.

Thanks & Cheers!!

PS. Actually, one more ? Can you cast light on a dagger/coin/rock whatever and then throw it where you want it to some extent...?