With all of the new Elohim unit art in FFH 0.41e, I feel a little bad that my mod becomes so monk-centric, at least after Monasticism. In my last game, I had 4 paladins (promoted from high level monks), a couple priests, and then a gazillion monks and no other units. Maybe I was playing in a sub-optimal way, so I'm not really sure there is a problem (but why build anything else when you have a few levels of the Altar?).
One idea I had was to let monk novices (below a certain level) upgrade to non-disciple units. The idea is that some cultures sent young folks (even nobility I think) off to the monastery for a year or so before they started their real life (I'm not sure if this is real or I'm remembering from some fantasy book). It also fits with the old AD&D class switch (2nd ed. I think) where monks could train in new class but never again gain additional monk abilities. Perhaps a city with a monastery could make monk units that could then be promoted to archers, hunters, axemen, mages, or whatever (any T2, 3 or 4), taking one to several early monk promotions with them but gaining no more monk abilities. Higher level monks would be excluded from this (these can still upgrade to T4 disciple units). There are some problems with this idea but I'm just trying to think of a way to diversify out the Elohim army without taking away from the monk... (don't worry, there won't be anything like this in the next patch)