So monks. Leather-wearing tank-dps-healing hybrid characters, so they will pretty much share gear with druids. Every race except the newest ones, goblins and worgens, can be monks.
The resource system described sounds pretty intriguing. In a lot of ways, it's the inverse of the death knight resource system. Both classes have two linked opposite-phase cyclical resources (see Resource Theory). But where the death knight had multiple full-phase resources feeding a single zero-phase resource, the monk has a single full-phase resource (Chi) feeding multiple zero-phase resources (Light and Dark Force). It will be really interesting to see which system plays better.
One twist on this system that might play well is an ability which costs Chi, but generates a random Light or Dark Force. I think that would shake up the rotation in an interesting manner.
As for healing, I was concerned at first. I don't think cyclical resources are a good model for healing. You can't burst when you need to, and you can't conserve the resource. But Blizzard has said that the healing monk spec will get a mana bar--a net-loss resource--so monks will fall in line with the other healers. Blizz says that monks might heal in melee, but we'll see. There are a lot of obstacles to melee-healing, as we paladins know all too well.
I expect that the monk's main three heals (the Holy Light, Divine Light, and Flash of Light equivalents) will cost only mana, but that the unique monk spells might partake of the Chi/Force system. Perhaps like paladins use Holy Power.
As for tanking, it's somewhat odd, but non-shield tanks will actually outnumber the shield tanks. That does feel a bit weird to me. Legendary tanking polearm incoming?
I'm also not sure about the "no auto-attack" thing. It sounds cool, but I think that it might lead to burst problems in PvP. No auto-attack means that each ability needs to hit harder. Also, the monk doesn't really feel like a DoT class, which might mitigate that effect. It would have been kind of nice if they used bleeds, but I'm not sure if that sounds right.
I do like their weapon selection. It's a nice selection of agility weapons crossing rogue/shaman/druid lines, while maintaining thematic appropriateness.
I'm not really sure what else you can say about monks. Lore and culture-wise, monks are somewhat interesting, but not really in my areas of interest.
Oh, one other interesting point is that with monks, a 10-man raid is guaranteed to always be missing at least one class. I wonder what ramifications, if any, that will have for encounter design.