Whirling Axe: Change the disabled feature. With blockway so prominent, it's bound to be disabled a good chunk of the time. In my opinion it should be the opposite; some sort of bane to blockway. So perhaps make it "If Whirling Axe hits, you strike for +5...17 damage. If it is blocked, target foe takes 5...29 damage."
Magehunter's Smash: add a functionality to it that it cannot be blocked or something like that.
Aura of Faith: I was thinking about a way where it functioned like Tainted Flesh as in it'll still cost 10 energy, bring the duration down with influence on your level of Divine Favor, and the healing down a bit too. This would be pretty fun with a 0 sec recharge and could be kind of kept up on the team given the energy management is keen.
Withdraw Hexes: the functionality would be incredible on a non-elite skill, but for it to be an elite skill, I wouldn't bring it. It's disabled for too long. So I say bring down the disabled feature to somewhere like 5...2 seconds because even if you remove 1 hex, it would be a 7 second recharge. Just a thought.
Healing Light: A good monk can manage his energy nicely. A better function for this skill would be "Heal target ally for 40...88 Health. If your target has an Enchantment, target ally is healed for an additional 40...88 Health." OR "Heal target ally for 40...88 Health. If your target has an Enchantment, you are healed for 40...88 Health." Either one would rival WoH.
Healing Hands: Bring the recharge down to 15 seconds. Make the duration condition to your level of Healing.
Amity: Bring the duration down to maybe 1...13 seconds. Make the recharge like 20 seconds. Even then reckless haste beats this skill and it's not even an elite...
Life Sheath: Make the spell prevent a some more damage. Or bring the recharge down to maybe 5 seconds. ZB heals for more than this skill prevents

Mark of Protection: Have the duration be 1...6 seconds and make the recharge like 15 seconds. It would make it more playable.
Ray of Judgment: Bring the recharge down to 5 seconds. Make it disable your whole bar for 5 seconds. Make it do double damage to minions AND spirits, and cause burning to both minions and spirits.
Balthazar's Pendulum: Perhaps the next 1...4 knockdowns would knock the foe down instead.
Air of Disenchantment: make it work like this "Target foe and all agjacent foes lose 1 enchantment. For 10 seconds, all affected foes cast Enchantments 10...82% slower. When Air of Disenchantment ends, it removes one Enchantment from each affected foe." This way it can pretty much remove 2 enchantments, making it pretty hot.
Lightning Surge" make it like this "This hex ends after 3 seconds. When this hex ends, target foe is knocked down and struck for 14...83 lightning damage." Make it like Shatterstone where you still get struck even when you remove it.
These are some I'll post now. More ideas will come later.