Anyone care to give me a summary of the last 20 pages? tl;dr
TL;DR: MNK is bottom of the barrel, don't touch it.
Longer summary:
In the least direct way possible, SE made MNK's Martial Arts gifts no longer reduce TP/hit on most hand-to-hand weapons, for now. SE increased delay and damage on the weapons themselves, leaving Verethragna still, and possibly more weapons soon, to suffer reduced TP/hit. So what was the point? No one can say.
SE also increased the accuracy and added critical hit rate to Focus, but reduced its duration to 30 seconds, making it less useful overall. It no longer works with Aggressor to give MNK a constant accuracy bonus.
Dodge was adjusted, but not in any way to make it useful.
Boost is now a negative status like sleep, petrification or terror. Don't use it. It will not increase a player's damage enough to be better than never Boosting unless you need the 100% accuracy it provides to the single hit (if you need the accuracy, change jobs). If it works on weapon skills, the amount of extra damage provided is so small, we can barely notice any change.
Counterstance still reduces defense and does not give enmity, so it is still not useful.
Chakra heals for more than it did and can be used more often.
Footwork damage was increased to follow in-line with the adjustments to hand-to-hand weapons.
In short, as with every SE adjustment, nothing requested by players was given. So nothing that needed to be fixed was fixed. When this happened to BST, it became more ridiculous to use than expected. In the case of SMN, the job became stronger than expected. In the case of MNK, optimists call it a wash and realists call it a nerf on the least powerful job in the game.
Things that need to be fixed before MNK should be used:
1) Weapon skill damage needs to be increased dramatically.
2) Some adjustment must be made to compensate for MNK's lack of off-hand stats or grips, the 95% accuracy cap, and the reduction in TP/hit it suffers from too much Martial Arts. It essentially has all of the negatives of a 1-hander and a 2-hander with no benefits.
Things that should also be fixed but aren't critical to the job's future:
3) Weapon skill properties need to be better balanced so MNK has better options.
4) MNK's job abilities should be adjusted in ways to free it up to use other subjobs than only /WAR.
To do this, SE needs to be honest with us and itself and answer the question: What role is MNK supposed to play?