Gee, a slight hyperbole there. Reading...
Question about the hungry ghost: Why is it so bad? It reads like free ki points to me, which is... significant. Is it the cost in losing standard monk abilities? I could see a keen / imp crit cestus-using monk being workable, threat of 17-20 with 7-8 hits is quite possible.
In our pathfinder game, the Monk was usually the first to ask about resting, interestingly enough, which probably means monks don't get enough ki points.
Btw, wholeness of body is actually semi-cool, with the heal level in HP using ki, albeit I'm not sure why it wasn't set at 1 ki point per usage.
*edit*
Okay, spiked chain isn't a reach weapon any more, which is... meh, really. You can just use a guisarme + spiked gauntlet.
Improved Trip only gets +2, although you also get +2 on defense vs. trip. So yeah, unlike most other greater feats, improved + greater doesn't give much more than the old 3.5 improved trip, +2 defense hardly counts. OTOH, the mechanic is different.
OLD TRIP with Improved Trip(3.5):
Touch Attack (BAB+STR) vs. Touch AC (10+dex+misc), goes from ~25-30% miss probability to 5% miss probability over career, mostly.
on success, you make an opposed STR check vs. opposed STR or DEX check. In addition, larger opponent gets +4 per size category difference. The success chance for this isn't really all that good, except against medium humanoids. -20% success chance per size category difference, so -60% vs. colossal, or equal vs. large.
Improved Trip effectively makes you 1 size category larger for the purpose of tripping.
on success you also get a FREE attack vs. the tripped opponent.
Optimal case, a strongman tripper vs. medium opponent, only fails on rolls of 1. Bad case, vs. a Titan, an optimized 20th-level character
(say, BAB +20, STR 42, large, improved grapple) would have a trip modifier of +44 vs. +52, or basically... best case 45% fail chance, average 85% fail?
NEW TRIP with Improved Trip(3.5):
CMB (BAB+STR+Misc) vs. CMD (10+BAB+STR+DEX+Misc), fail probability starts at about 35-40%, with stronger and more capable characters gaining advantage as levels increase, but not scaling to auto-hit or auto-fail.
As size modifiers go 1-2-4-8, +2 actually equals to two size categories.
Greater trip: You get an Attack of Opportunity vs. target.
Optimal case, a tripper (STR 42) would have +40 CMB to trip vs. an average CMD of... oh, maybe 40 or so, so a 5% chance of failure.
Bad case, again goes pretty impossible vs. colossal dragons, Balors and Pit Fiends having around 60% fail chance.
Result: Mmh. On average, tripping works fine in pathfinder, and is easier against strong characters... basically, it's more tied to character's level and combat abilities rather than just STR score, which I like. On the other hand, trying ANY type of a combat maneuver is futile against any colossal cr 20+ challenge... or is it? This is just the flat score, not taking into account the other possible bonuses, such as from charging, aid another, flanking...
Here's the key:
Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
Enhancement bonus on a trip weapon? Weapon Focus? Those Fighter's +1s to attack start to stack up here pretty fast...
Oh, and here's one thing I really like in PF ( which can be backported to 3.5 easy enough as can most good PF things ) -
It allows fighters to craft their own weapons. Master Craftsman, TYVM.