First of all this is purely for PvE, not interested in PvP yet.
Drop healing signet? Doesnt seem like a good idea to be unable to heal myself. Any particular reason sprint/rush isnt good for pve? Being able to be somewhere quicker seems like a much needed ability. As for Defy Pain. Surely those extra 2-3 hits i could take would be enough to KD the enemy attacking me and holy strike them do death? Re-read the counterblow description, only KD's if enemy is attacking so it has limited useage, but hammer bash uses all my adrenaline. limiteing my combat ability till Balthazars spirit replenishes it/i whack a lot of stuff. Earthshaker/Dev. Hammer are elite skills and i'd wager it'd take me a while to obtain them (n00b here) Frenzy doesnt seem like a good plan, taking double damage just doesnt seem with the extra attack speed. Dont feel that the input isnt appreciated, it is, greatly. This is my first character, i want it to be perfect, hence all the research. Thanks so far for the help, keep it coming please

i would like to say that i'm very glad you're taking the time to look into these things rather than rushing in foolishly. if only half of the gw population did what you are doing now, we wouldn't have so much grief. anyway, on to the comments.
drop healing sig?
this one is situational. in a team based situation, you usually rely on the monks to keep you healed. even if you use the hench healer, alesia does a pretty good job of it. a lot of people will criticize her, but she honestly does the job better than a lot of real monks. if you're careful when you play, she will do fine. however, this one is entirely up to you. just know that using it in the middle of battle would be foolish, as -40 armor can get you killed rather quickly.
sprint/rush for pve?
i can see 3 uses for it.
1 - getting somewhere quickly
unless you are soloing, this is useless since your teammates will still have to catch up with you.
2 - moving around quickly in battle
this is a valid reason and would be the only reason i would use these skills. however, once you learn to control aggro or shake aggro from your casters, you won't really be using this much.
3 - running away from a situation gone wrong
i'm not such a big fan of this reason. i would much rather bring a skill that can prevent such situations rather than one that helps me run away from them.
defy pain vs. hammer elites?
defy pain is an elite as well, so you won't be getting it until much later. having the extra knockdown is still a lot more useful as it can help out the whole team.
hammer bash loses all adrenaline?
this one isn't really such a big deal since you want to use hammer bash at the end of your knockdown chain. you will have already lost adrenaline for other skills after using them anyway. a typical chain should look something like: counter blow + some skill + hammer elite kd + some other skill + hammer bash. sometimes, you can stick in an extra counter blow. the points is, you will have already used your adrenaline for the chain anyway, so you won't be losing much.
frenzy for pve?
frenzy is only good for pvp. i agree that it is a bad idea for pve.
hope this helps.