Oskar's right on the money here.

A big focus of my 'brew has been to cheapen attack options, freeing resources to spend on versatility. However, players don't have to spend extra resources on versatility. They can spend them on stacking more attack options, thus creating an unbalanced character. It's great if there's 10 ways to deal x damage; that allows for varied play styles. But it's bad if a player stacks them for 10x damage.

I like the non-stacking interpretation of monk's belt and Superior Unarmed Strike. Really, nobody needs the ability to do something at class level +9. This honors the basic feedback I'm hearing, that the monk works well out-of-the-box. It also curtails excessive option-stacking.