I have a bit to contribute, and I'm afraid I'll stand on some people's toes but I don't think the currently "accepted" way to play pugilist/monk is actually efficient.
Premise: Perfect positioning is unrealistic, you have to dodge, you have to handle adds, interact with fight objectives, use the limit break, etc. No matter how skilled you are with the keyboard/controller you will never archive perfect positioning, and if you can't archive it the theoretical "ideal" rotation will do less damage than a constant flexible simple rotation. This is the idea behind my suggestions, if you are going to comment on anything please address this first.
First things first, you have one (and only one) priority as a pugilist/monk to warrant your damage, that is to keep GL (Greased Lighting) up as much as possible, everything else is second to that, again I cannot stress this point enough: DoT's, position, extra abilities nothing else matters if you forsake greased lighting, from level 40 onward it will become automatically 15% of your speed (about 18%~ damage up) and 21% raw damage for a bit more than 40% total damage increment between grease lighting III and no grease lighting.
As long as you understand that your performance will be OK.
On weapon skill rotation, I urge most pugilist/monks to forget about True Strike and Touch of Death (and eventually Bootshine after Dragon kick in lvl 50). I know, sounds like nonsense but hear me out for a second.
1) True strike: at 150 potency it's just 10 potency over Twin snakes (140 from the side) and the only advantage you get is 5% critical chance (2.5% damage increment) which is negligible, more over the recommended rotation has 6 WS (weapon skills) between Twin Snakes, that means 15 seconds on the standard GCD (global cool down), it means that your next Twin Snakes will not be used within the duration of its own bonus reducing it's potential potency from 154 (140 + 10%) to 140, that's 14 damage difference which is larger than the difference between True Strike and Twin snakes, hence using True Strike actually hurts your damage instead of helping it, and even if you get enough skill speed to manage 6 WS in less than 12 seconds, we still have the issue with perfect positioning.
2) ToD: while it's a sexy 270 potency WS, it doesn't fit inside your rotation (as it doesn't change your stance) and requires 30 seconds to do full damage, for trash mobs ToD won't finish most of the time gimping its total damage, hence we need to know how long does it need to last to be worth:
Snap Pounch (180 potency from the side) + Twin Snakes (140 potency from the side) + Bootshine (195 potency from behind) average at 172~ potency per WS, if ToD can't reach that number is not worth using, at 25 initial potency and 20 additional potency each 3 seconds you will need it to last 24 seconds (for 8 DoT procs) for 185 damage, anything less than that, and you are automatically loosing DPS, trash mobs barely last 20 seconds (and that's with a slow killing group). Against bosses your priority is to keep GL, ToD is an additional WS out of the rotation, if you see any risk to lose GL I strongly advice you to forsake it. but if you manage to combine it with your rotation it will actually increase your damage (98~ potency every 30 seconds)
Note: Roughly Monks pull around 3000~ potency each 30 seconds, 100 potency is about 3% damage increase. Even a bit more after lvl 50 since the introduction of Dragon Kick will sightly reduce the average potency per WS.
3) Bootshine: It's a very similar situation with True Strike and Twin Snakes, however Bootshine actually does more damage even if you lose the debuff on your second Dragon Kick, my issue as usual is with perfect positioning, consider that the longer you take to reapply the debuff from Dragon Kick the more damage your are loosing, additionally Bootshine relays on being an guarantied critic hit, hence the greater your critical chance the less effective Bootshine becomes, as Dragon Kick critic hits will always strike harder than Bootshine and right off the bat Monks have +30% critical chance 1/4 of the time (Internal release) that's definitely something to consider.
Finally and to stop this already very long post, let me give you my fellow pugilists/monks the macro that I have dearly titled "Play my class"
/ac "Snap Punch" <t>
/ac "Twin Snakes" <t>
/ac "Haymaker" <t>
/ac "Dragon kick" <t>
/ac "Bootshine" <t>
/ac "Internal Release" <me>
/ac "Howling Fist" <t>
Note: you can add more lines with other damaging abilities and buffs at the end to be auto triggered (like Mercy Stoke or Blood for Blood), it works for synced content (replaces dragon kick with bootshine) as long as it's above level 12.
Note2: Demolish has to be used separately.
Explanation: This macro is a one push wonder and relays on the fact that monk WS require an specific stance to be used, the game basically goes line by line until it can execute something. Unfortunately you CANNOT spam this macro or it won't work, you have to press it once each time the GCD is off.
____________________________"Maybe it means: you're the evil man, and I'm the righteous man, and Mr. Nine-millimeter here, he's the shepherd protecting my righteous ass in the Valley of Darkness."
- Jules. FFXIV: Mabel Rand (Gugnir) - MNK 50 (Sapharai +1), WHM 50 (Thyrus), PLD 50 (Curtana)
FFXI: Kenage, retired.