I understand your frustration Goldbezie, but it made perfect sense the decrease the availability of the medallion. It's a powerful item, and everyone isn't supposed to have extra mental stats at all times. I get you've grown used to it, and it sucks when things are nerfed that you are used to, but... sometimes it is still the best thing to do.
As for the available memory for players, I understand your point, I just feel the current number is fine as it is. If your memory is too big, so everyone easily can fit all the people they need to, this little benefit for people with high mentals go away. I think it's a nice little benefit for them, as well as a small drawback for those who focus only on physical stats, and I think it should stay that way.
Regarding the rest, none of the changes or additions are created to be anti-monk, it's just how the undead race now works in Genesis, and has for many years, a decade, or more? There are a number of pros and cons for undeads, this is a benefit for them, both players and NPCs. I am guessing the reason Raumdor changed was because they were not "true" undead before (codewise) and now are. However, this is not a major grinding area, and most NPCs are relatively weak, so the effect must be basically negligible for the majority of monks?
As for Ghastly Keep, yes they are undead so it's harder for you to grind there. But you can grind basically every other grinding area using your full potential. Like we've already been through, many guilds have it much harder when it comes to where they can grind than monks. You have a SMALL drawback because you can't use your main special attack against undeads, and ONE quest is a little harder for you. I don't think that is a unreasonable drawback at all, and all quests are still technically open for you, which isn't the case for many other guilds.
You also have a drawback because you can't imbue non-dull weapons, a drawback that you've had since imbuements were introduced. Which makes total sense, since you're an unarmed guild. It's been like that for over a decade, and has always been a drawbank for monks, or guilds with no good non-dull weapon options. You say the new EQ saving system made it more unfair, but are you sure? Before, imbued non-dull weapons could be used in combat for 24 hours a day for two armageddons (with some luck and dedication), now the limit is 5 days in combat. People are much more reluctant to spend intense stones on such weapons, since they don't last as long as they used. So, the new saving-EQ system made the benefit of imbuing non-dull weapons smaller, not bigger.
The new decay in combat system also made things more fair when it comes to armours, as, in the old system, a non-tank player basically never lost their imbued armours, rings, belts, etc, and could treat them as unbrekable items, since they were never damaged. This was a big drawback for you as a tank guild. The recent changes with EQ-decay has made this much more fair (which was something we really wanted to fix), as non-tanks now also suffer from EQ-decay. Non-tanks still benefit, but the benefit is much smaller than before.
And when you say that most imbuements aren't useful for you, I am not sure what you mean to be honest. No, you obviously can't imbue weapons, or use imbuements that enchance weapons, but what else? You also have the benefit of not _needing_ weapons to fight, and you don't have to EQ-hunt for weapons, worry about them dulling and breaking, or losing them in some other way. Again, pros and cons with everything.
Hm, this post got longer than I planned

I hope I at least managed to convince you that the EQ-saving changes was a good change for monks, as it decreased the benfits for non-dull weapon users and non-tank guilds.