Do you have the Adventure Companion? I recommend picking it up, if you don't, because it has more options in there for those martial arts types to really shine.
I do, spent some time re reviewing it with peoples comments in mind and found some good combinations that i think the player will be happy with.
Our iconic idea of the monk is from final fantasy 1, and dnd in which after a bit of time they drop their weapon and go bare knuckled because they are now the greater weapon.
Not appropriate to every campaign style obviously. but a fun one for action packed campaigns.
Looking back over everything some of the edge based damage buffs will give the same feel i believe. in a different and perhaps better way than raw dice. As it is "mad skillz" based which is really what those iconic types are based around anyway.
I still worry a little because the natural attack characters can use all the same things.
but i do see now after reviewing again that the human will get a bit of an edge in being able to reach all the feats and combos earlier. especially if thats the focus. If it still doesn't jive with our group i can re purpose some of the monster race feats as martial styles to give some natural attacks to the human. investment would be the same so it should balance out fairly well. But i think he will be good once i point out some of the mean combos in the companion.
One last question.
The natural attacks can be used more than once a round yes?, the limit in frenzy for one natural attack per round only applies to frenzy i assume, not to extra attacks gained from feats and combos and so forth?