I have to address this at some point:
This is the prime example of blowing a singular statement out of proportions due to misunderstanding (or the lack of understanding) in word choices.
Allow me to point out the original post from me a year ago:
Kenji wrote: Tue Apr 11, 2023 1:37 am
believe the sentiment from the team and myself on this were "no" a while back because it'd further enable "fighting these dragons and demonic beings with just your fist!" which is counter to the immersion. While one already can do so, fist fighting is not something that should be on par with weapon fighting. And players who want to make fistfighting a focus on their characters should recognize that it is, while viable, a suboptimal option by choice. At least that is the intention behind the design.
It started out with me telling everyone that the design intention behind unarmed is that it will be viable, but suboptimal. It will not be on par with weapon fighting, but it will be, again, viable.
However, with each response and quotation, it has devolved into...
ReverentBlade wrote: Mon Jul 15, 2024 6:49 pm
Pretty blunt, but I do agree with it. The ki and unarmed fighting aspects are ingrained into my character's roleplay at this point, and I'm pretty sour that the rework will mechanically gut a long-term character that is already middling tier at best because the dev "just doesn't like unarmed fighting". 
Since when did I claim I don't like unarmed fighting? I grew up watching Kung Fu Hustle and Shaolin Soccer; if anything, unarmed fighting is all I'm trying to make viable without it being broken so it's never nerfed again! I wanted more than just 6 APR UBAB but also some cool interactive gameplay to play with, make it feel engaging.
PredatorialRunt wrote: Mon Jul 15, 2024 9:31 pm
Seconded, from what was shown it's looking very bleak. The gutting of mechanics, the dev's reasoning why unarmed monk doesn't "fit" in the setting it's created in therefore it must be terrible, to the hyperfocus on multi-classing. I just don't get why this was needed, especially in this manner.
I did not say unarmed monk doesn't fit the setting nor will it be terrible. If it doesn't fit, at all, it will be removed. For example: the team did not want to introduce Psi abilities to players so the Psi-related feats got binned. That's the definition of not fitting the setting (in terms of player access). Also, if it is to be terrible, then by definition it will not be viable, which is not the intention, at all.
PaaranDisen wrote: Tue Jul 16, 2024 6:03 ambut things look as if it's turning into a grab-bag class with unarmed combat taking an absolute back foot because it's not 'realistic', when the monk being the unarmed class is one of the most iconic and recognizable tropes in D&D.
Realism and immersion are two very different things. If anything, I can speak for everyone that they do not want any fantasy to be completely realistic. Plenty of our designs can take inspiration from some real-life stuffs, but not entirely or always. Nothing was close to being argued about realism here. We need to recognize the difference between immersion and realism.
Now, in regard to immersion. This has been brought up multiple times everywhere else. It's one thing to want to roleplay as Ilmater's Avatar and punch through everything with one's fist, it's another to mechanically make it so. The sentiment here is to argue that just because it says level 30 on a wizard's character sheet, does not mean it actually represents a level 30 character as originally intended by the sourcebooks.
Our characters are more so level 15 in PnP terms of access to spells, weapons, or "power-levels", as vague as it all sounds. Consequently, an unarmed monk can still be powerful, just not as powerful as what I deem the 2nd monk summer kind of powerful. Because that iteration of fist monk actually does feel oppressive compared to everyone else. I enjoyed that summer, too, but at the expense of everyone else's immersion.
And so, our design intention is to make sure fist monks aren't on par (so 1 AB and/or 5 average damage less than) with, for example, a weapon master in terms of dealing damage. But with it, they should make up for more on other ends, we'll see.
I hope we all learned a valuable lesson here in nomenclature and, perhaps, semantics. Don't take things in stride, think critically on what is said, and respond with critical thoughts rather than first thoughts or impressions.