I think some of the misconceptions about certain classes might be cleared up from a different look at things.
The CORE classes are thus: Wizard, Fighter, Rogue, Priest. ie. Magic, Tank, Damage, Healing. They are versatile and can be made into just about anything you want. They have no RP restrictions whatsoever and you are free to specialize them in any way you want.
Everything else is, by it's nature, slightly mixed or just pre specialized.
Druid: Fighter/Priest with an RP twist.
Ranger: Fighter/Rogue
Sorcerer: A highly specialized Wizard due to the lack of spell selection... not so much a mix, really, but they should be approached from this point of view.
Paladin: Fighter/Priest with an RP twist
Monk: Highly specialized fighter with limitations. Kinda like a sorcerer in this way.
Barbarian: Highly specialized fighter with limitations.
Bard: Wizard/priest with a unique buffing mechanic that somewhat resembles higher level priest buffs.
So, understanding that we have a limited level range to work with, and thus very limited builds, it's important to realize that while these hybrid/specialized classes will not realize their FULL potential. Instead, we must focus them all in order to make an effective build.
Hybrid first:
Bards: Great buffers. Built properly they also make insane melee damage.
Druids: Buffers/healers or, if properly focused, fantastic self buffing tanks and damagers. They even make pretty damn decent casters with the right feat selection.
Paladin: Self buffing fighter with, basically, free +save feats. They don't get many feats, no, but how many do you really need to be a good tank or damager? Power attack + a two handed sword or Expertise and a tower shield in full plate. By level 6 you could conceivably have Improved in both of these. Or you can focus on one aspect and pick up some other helpful feats.
Ranger: Stealth, tracking, free dual wielding and a fighter AB puts them close to rogue damage and survivability. Plus the ability to cast spells. Basically have two choices here. Go melee and rock out, or specialize in archery, stay safe, and do less damage.
Pre specialized non hybrids:
Barbarian: Fighter with a special ability to self buff, but few feats and weak armor. They needed help, especially at low levels, and it was given.
Sorcerer: Ultimately far more limited than a wizard. Decide at character creation what you want to do and stick to it. Specialize further in an already highly specialized class. Choose to buff, and you'll be buffing loads of people. Choose to damage and you've got a heavy arsenal of casts coming out of those fingers. Choose to Summon... same thing. LOADS of spells per day. You could form your own zoo. You just -cannot- by any means, approach them as you would a wizard.
Monk: Pre specialized fighters built around killing low AC/health targets, specifically magic users. ie. Wizards, Sorcerers, and Bards to a lesser extent. Pure rogues as well. Low AB and base weapon damage force you into this role. Low -base- armor precludes you from going toe to toe with any of the heavily armed classes. You'll be chopped to mince before you land many blows. Basically though, they are the -most- specialized of all classes and being such reduces the players ability to choose a path. The only way a monk will survive melee focused on them is heavy buffing, or heavy feat selection... Improved Expertise/Toughness. However, the pure monk has no other options... Settle for what the game gave you and improve upon it, or do -zero- damage and try to tank things. There is no in class means of increasing the damage capabilities of this damage based class... short of gaining levels beyond our real level range. Level 8 a monk will start do do the same damage as a priest with a heavy crossbow who forgot to cast any spells on himself. All this while the monk is basically naked and in the very thick of combat. I honestly truly believe that if a monk wants to survive to higher levels while still contributing to the party... they should buy a heavy crossbow at level 2 and stick to it until the time comes that they can sneak past the melee and take down the mages... Mages that will probably be killed already by the archers who are at little risk of taking damage. Worse, how often are mages really around as enemies on quests? And I'm talking about -real- mages, not these uber mages with fighter AC and health who are raining down barrage after barrage of insane spells and who all seem to have the saves of a 20 CHA Paladin. AND whom if engaged in melee, you will often automatically pull the next group of mobs to you due to your proximity.
Yes, pure monks -are- the weakest class in quests and this stems from their ultra-specialization and the way their target class of mob has been altered to make encounters more challenging for the rest of the server. They bring the least to the party and will easily be out-shined by any other class in so far as their utility goes. An quite honestly... I'd much rather have a Ranger or a Rogue stealthing towards that mage in the back than a monk. They will both do more damage more quickly and shut down the mage more efficiently than any conceivable monk build.
Don't even bring up PvP, we all know it's entirely about who is more prepared at the start. If you get sacked by a pre buffed <class>, you're going to die unless you've got something very special up your sleeve to wriggle your way back up to victory.
In short: Monks need help, or their target NPCs/encounters need to be altered to allow a monk to actually do the job they were made to do.