Why 3 mesmers? That build has 0 synergy with your melee character. SoH on a rit primary = fail.
Get 1 or 2 smiter monks and put SoH on one of them. As melee in the front lines you will be bombarded with hexes and conditions. 2 copies of smite hex and smite condition in combinaiton with RoJ and splinter will decimate groups in a heartbeat.
take out 1-2 mesmers and sub them with 1-2 smiter monks. Put something useful on that ST Rit which does not suffer from a max 12 attribute ability. The difference between 16 and a 12 attribute spell (notably smite and SoH spells) will be quite noticeable.
Also take out that silly BiP necro. You won't need it. Don't listen to the idiot who was suggesting it, ur casters won't need it if you give enough e management and use a proper elite in there, like Aura of lich, or whatever.
The Curse resto necro is a joke as well. Have you been taking lessons from EFGjack on picking the most worthless elites throughout the game? Use proper UA monk. And no you won't be lacking dmg since you will be shifting the dmg proper DPS focused builds (like 16 attribute smiting prayer monks)
I'm not sure I'll need UA if I have both a resto necro and SoS. As for the mesmers, they're not for me, they're to blow things up and keep my team alive by interrupts.
MBaS will take care of conditions, and I have three copies of hex removals for hexes. If anything, the hexes + conditions will land on the minions, so I think I'll be fine. As for SoH, it's only 8 less damage at 10 smiting when compared to 16 smiting, so there's not a huge difference there.
I'm not quite sure on BiP yet. I thought that freeing up 6 skill slots on my 3 mesmers was worth the 1 elite, but I need some more advice.