but lets do that in a way that is a little more creative and keeps the stances unique and interesting.
That is my primary concern of the monk class styles.
-My personal thoughts on the drunken defensive stance, remove the +damage sheild, replace it with +hate gain. Make it +9%dodge/mitigation. This makes drunken a FAR FAR more viable tank/offtank...which I should think would be the purpose of their most defensive stance.
MAYBE consider boosting to +10%dodge/mitigation. But I'd say try it with the first adjsustment and see if it is honestly needed to further define and balance.
-Make the medium drunken stance simply be 10% refresh timer + small DS. (a good choice for soloing and generalist/utility)
-Make the offensive stance +22%damage +5%endcost redux -5mitigation%
-staggering fist if used right takes advantage of an exploit chain and is a potential interrupt. Maybe lowering it as far as 15-17? 10 is a bit excessive.
-You are proposing 3 changes to slap hands in addition to boosting raw aggro gaining ability of your defensive stance...sounds a bit overboard to me. You want it to be cheaper, do more damage AND boost more hate. I would humbly suggest to either:
(my preference)Add a flat amount of hate generation, make the damage about 5% less, and boost its durration out to 2min. Making it more functional for holding aggro and less micromanagement, plus it helps justify the cost. This would also help be useful if you are trying to hold aggro but don't neccesarrily need max defense from defensive stance.
or
Boost the damage about 25-35%ish and make it reliable/consistant and add a small hate component but keep the cost/durration the same. (useful as a meaning ful damage/aggo gaining burst at the start of fights and periodically in the middle etc.)
-Magnificent drunken swagger/find the center...I do not understand the need to make it cost 10end instead of 2jin, to me its a somewhat trivial difference either way. In regards to boosting swagger to match center...if a drunk monk is using their 10%ability haste their swagger comes back up 30seconds earlier allowing them to use it more often. Still not a perfect match up and would need their durration bumped to about 18seconds from 15 to match near perfectly. So that might be more reasonable. Tanking requires holding aggro, and a drunk will do that better, period. Harmonious having a slightly longer invuln means there is more time for someone to pull aggro off them, making them "in theory" better pullers, though I feel you are splitting hairs at this point and in reality 15seconds is plenty for most pulls but the dunk has the advantage of getting it to pop quicker along with reed in the wind and other defensive abilities etc.
-Fully agree with lowering the endurance penalty on tiger, its a bit silly high, esp at lower levels.
-Balanced harmony stance could use a small boost to its jin regen in general. 1/10sec is a bit low. Doesn't need much drastic and I'm not sure if it would need to scale much with level if it was boosted to about 1/8sec from the start...my guess is most people will be pretty happy with that.
-I would also push to make the harmony finisher extension to the kick line add 2 jin instead of one. Its piss weak as far as finisher extentions go but would give it some value and utility.
-Sun dragon corona add INT and a small fire damage component proc (triggered by melee OR spells) beyond the damage sheild, stackable with secret of fire.
-Dragon offensive stance 30%dam 10%crit 1kproc seems about right for dragon. That's going to be a rather large boost in practice as it is. Loading up crit to 15% and 30%dam is a bit overboard to me. I would stick with mit penalty.
Those are my thoughts anyway. Excessively homoginizing the stances leaves an ill taste in my mouth.
I do suspect however if all these changes make it through, dragon and drunk with both out dps harmonious (possibly significantly)...which would cause most people to ditch it. But its A LOT of changes and would have to be tested to make any real conclusions either way.
imo balanced would be:
Dragon = highest DPS (particularly aoe) but lowest defense util.
Harmonious = DPS slightly higher than drunk (seems to be pretty close to that now), utility in debuffing mobs.
Drunk = DPS slightly lower than harmonious, slightly better personal defense, utility in holding aggro.
Not sure things will end up quite like that if things went in the way you propose fujitsu. But like I said its a lot of changes.