I'm not trying to be difficult but Deflect Attacks does not work according to your draft!
Deflect Attack: if no target is specified, once per turn, a melee hit will be partially stopped and if any damage remains, redirected to another creature of my choosing within range of the strike or 5ft whichever is greater or a ranged hit again partially stopped and any remaining damage redirected to the next closest hostile creature along with the actual munition. as a reaction, for free unless you use your reaction for something else during your previous turn. It acts somewhat like parry but without requiring you to use an action to set it up. I want this to be default automatic for any first strike you receive without ki point cost unless you've already used your reaction or another action that used a ki point that turn. Up to the number of ki points you have total per short rest, (So it's not cheese but it helps. Again you will not lose ki points for this)
Benefits: does not cost any points, will make you much harder to hit and potentially dangerous to hit, potentially funny results.
The attack has to have hit, has to be physical damage as described, and critical hits are included. Unless you want it to trigger only for critical hits or that and any hit that would down you. That's your choice because they will still be limited.
Vanilla states that I have to reduce the attack to zero damage with 1D10+DEX+LV to be able to redirect it. Imagine the Troll shoots me with his ballista. I reduce the damage by the minimum of 1D10=1+6=7 and redirect the ballista arrow at the crossbowman, having him take the remaining damage. That makes no sense. I shouldn't be able to redirect an attack too big for me to handle. You could scale that up. A giant throws a large boulder at me. I reduce the damage by 7 and deflect it 60ft, crushing a group of enemy wizards. That's insane. Therefore the Vanilla rules of having to reduce damage by zero to be able to deflect it make sense. The damage type (like poisoned arrow) of the attack stays the same while damage of the deflected attack is 2x Martial Arts die + Dex = 2D6+3. I'm willing to nerf it to the point that it can't be stronger than the initial attack's damage potential. So a rock thrown at me with 1D4 damage can't be deflected to cause another enemy 2D6+3=15 damage but only up to a max of 4.
I still don't get your Ki point thing. Are you saying I can only use the entire mechanism 3x per short rest? That's the number of Ki points I have. That's not feasible compared to having it once each turn. We can limit the deflection upon damage reduction to zero to 3x per short rest, but the damage reduction itself should be once per turn. Also I'd still have to be able to decide beforehand whether I want to deflect or not. It makes sense to save it in an easy encounter and enable it only in difficult situation where a deflection on another enemy matters. Otherwise I'll burn through my deflections too fast and have none when I need them. I understand you wanna keep things simple but we also wanna have some fun.
My proposal:
Damage reduction according to Vanilla rules.
Once per turn at your discretion. Reduction 1D10+DEX+LV.
If the damage is reduced to zero, deflect to target of your choice 3x per short rest UNLESS I say beforehand I wanna save that for later.
Is that feasible?
Btw, if you want to make the game a bit more entertaining, I came across this.
https://blackcitadelrpg.com/mishaps-with-wizards-spellbook/It could lead to hilarious unexpected consequences for Ashley's summons from the book (how can she even read that?) and generally new abilities we have never used before like Yulya's spells, Toll the Dead, Cat's Path of the World Tree abilities or my Hand of Healing/Harm the first time they are used. There's no reason we should be bale to execute them perfectly immediately after we magically gained these abilities But I guess it especially applies regarding new spells copied or learned.
You know I'm always for introducing more randomness and epic fails.