Do you really need to invest more than 6 in inspiration magic?
I find if you put heroes with Signet of Rejuvenation they have something to spam so I can get by with Leech signet. On a bar with only 5 energy skills, Glyph of Lesser energy doesn't work since it gives 0.166666667 energy/sec, which is lower than any 0 spec inspiration magic skill with 1 point in inspiration magic. Glyph of Lesser Energy (with a 5 energy skill and 10+ energy skill) 0.333333333energy/sec, which is comparable to Waste Not, Want Not at 5-7 Inspir or Power drain @5 Inspir and Leech signet at 4 Inspir. Glyph of Lesser Energy (with 2x 10+energy skills) is 0.5energy/sec (i.e. with Heal party or Prot Spirit+aegis) which is Power Drain @7, or Leech [email protected]
The thing about Power drain is at 8 spec is it has +12 net energy on 20 cooldown but only +8 net at 6 inspir. Leech signet gives +8 at 6inspir, +9 at 8inspir and waste not, want not gives +5 at 6, +6 at 8. I've never run higher than 8 inspir on a hero because that means I am running 12/9/9 or something (12/10/8, 12/11/6 can get by).
I rarely use monk heroes since I just bring Mhenlo, but I'm curious since 7 heroes is coming along and Alesia the healer hench in Tyria sucks plus Lina has no redbar-ing.
Both interrupts don't fare well in physical heavy areas (like today's ZB). Waste Not, Want Not might be an option.
I've been playing around with Healing Burst on heros and I was wondering whether to drop Prots altogether for Inspir, since that seems to be the trend these days. (13heal/13df/6inspir in case you were wondering)
The Burst hero is supposed to fill in the gap for Restoration heroes, which is a lack of AoE heals. Outside of UA + DH/HD I can't think of anything else that heroes can use.
The energy strain of spamming healing burst on recharge is 5/4 = 1.25energy/sec < 4/3 energy /second and that is not taking into account 0.75sec aftercast. I usually micro d-kiss, condition removal, so the only things not disabled are Burst + Interrupt + sig of rejuv + cure hex.
5/4 from Burst + 5/3 from d-kiss + 5/12 from cure hex = 10/3 - 4/3 innate = 2energy/sec needed from e-management to use all 3 on recharge
5/4 from burst + 5/12 from cure hex, d-kiss disabled = 5/3 - 4/3 innate = 1/3 energy/sec needed from e-management (+5 energy every 15 seconds or +7 every 20 seconds)
Compare to UA+DH/HD: 2*5/15-3/3 innate = -1/3 energy /sec needed from energy management (surplus) though you will be pumping out +89 every 7.5 (11.8667) instead of +42 every 4 (10.5/sec).
Compare to UA+DH/HD+Gift (14DF/9+1 Heal): 2*5/15+5/5-3/3 innate = 2/3 energy/sec needed from energy management with a 20ish stronger spot heal (165+45 instead of 140+42).

EDIT: @Sankt Hallvard: Monks have more available Party heals, albeit only if used on a primary. Heal party + Protective was Kaolai can be used on a N/Mo but it isn't as potent as UA + DH/HD, Healing Burst vs pressure like Poison and disease. The focus on a monk hero would be partyheal (Healing burst or UA+HD/DH) and hex cleaning (cure hex, deny hexes). Condition removal can be handled by SoS + Mend body and soul + spirit Light unless it's SoO or something.
EDIT2:
A) 11+1+1=13 Heal, 11+1=12DF, 8 Inspir (lose 4HP on DF = 1HP/sec on Burst spam since you lose the 13DF breakpoint)
B) 11+1+1=13 Heal, 10+1=11DF, 10 inspir (upper limit of the chart)
C) 11+1+1=13 Heal, 11+1=12DF, 5+1 Prot (5 sec SoA), 7 Inspir and is the first attribute at which Power drain outperforms Leech signet
D) 11+1+1=13 Heal, 10+1=11 DF, 6+1=7 Prot (5 sec SoA even with weakness), 8 Inspir doesn't seem to cut it as well as 6 inspir and 13 DF
E) 11+1+1=13 Heal, 7+1=8 DF, 9+1=10 prot (6 second SoA, 17second Prot Spirit), 8 inspir is too low DF (+26 for party heal is 6.5/sec or 3.25 HP regen rather than 5.25 regen @13 F) to bother with Burst instead of WoH.
G) 10+1+1=12 Heal, 12+1 DF, 8 Inspir (emphasis on party heal rather than Spot heal)
EDIT3: http://www.gwpvx.com/Build:Mo/Me_PvE_Healing_Burst_Hero is what I'm basing this thought off of. 10+1 DF is +35 party heal or basically 4.375 HP regen. Breakpoints for DF are 8 and 13 so that's why I like having 13/13/6 inspir. I don't agree with the PvXwiki attribute since it pumps Healing to 12+1+1 instead of 11+1+1, which is unnecessary since with 11+1+1 you lose 10HP from Burst (3 after DF is counted) and 3+2X from D-Kiss (so 2Xhex or enchant) and 4 to 8 from sig of rejuvenation and gain 7 on party heal, which is the point of running burst in the first place.
The WoH Hybrid is set at 11+1+1 Heal, 9+1 prot, 8+1DF, 6 Inspir and the recharges are lower plus energy costs are higher on that bar. (see http://www.gwpvx.com/Build:Mo/any_WoH_Hybrid)
http://www.gwpvx.com/Build:Mo/Me_Unyielding_Aura_Healer is the best option I feel.
Sig of rejuvenation when used as a heal basically is 5/8 energy/sec so that's better than any 8 spec inspiration magic.