Why SK + Monk? The monk really seems out of place. SK already give you tanking, pulls, FD splits. Even if you wanted sustained melee dps, going Ranger would give you that + more options. Also, from gear distribution, it would give you a chain user.
If you don't want to do something cheezy (5 Mages + Cleric), consider this group:
Tank/Puller: Warrior, Paladin, SK, Monk
-Pick: SK, Gnome, Plate. The monk would be a better puller and a lot more DPS, but ultimately you are putting a ceiling on how big of raid targets you go after with a leather tank. The SK has no agro issues, FD split pulls, snares, and mitigates a lot of damage with life-steal abilities. It is the best options for a Tank/Puller.
Healer: Cleric, Shaman, Druid
-Pick: Cleric, Dwarf, Plate. The other healers are just pretenders that will have you pulling your hair out with the down-time they cause. The utility they offer will be covered in the other roles by other classes. Heals will be the one thing that kill momentum and cause downtime, and if you have ever tried to Enchanter-Charm with a druid or shaman, you will realize it doesn't really work without CH. Plus everyone needs a 96% rez. So, Cleric is clearly the best option.
DPS 1/Utility
-Pick: Enchanter, Gnome, Cloth. Charming will provide x3 the DPS any other class will. The mana regen and haste put everyone else over the top. Slows are mostly on par with Shamans % wise. Mezzes & stuns if shit hits the fan. They do all the trade-skill stuff if you want to go down that road (Go Gnome Ench, just incase for Tinkering).
DPS 2/Utility
-Pick: Mage, High Elf, Cloth. The group is going to rely heavily on the Mage for levels 1-30. It provides the early, solid foundation of tanking and DPS that will never cease to be useful. Summoned gear with focus it very helpfully to beginning groups. Also has the best damage shields which scale incredibly on SK's in later expansions.
DPS 3/Utility
-Pick: Wizard, High Elf, Cloth. Ports, insanely efficient DD's with lots of mana from the Bard & Ench. Later, you have options for AE group in the Kunark & Luclin eras. Wizards might seem the most lack-luster pick, but the fill the port slot and they are enhanced so much by the Bard/Enchanter combo, that they will feel like the star of the group a lot of times. They are also the only caster that can still do incredible damage to raid-level targets by by-passing their resist checks.
DPS 4/Utility
-Pick: Bard, Wood Elf, Plate. With a full group of 6, no other class provides as much value as a Bard. If you are going to have a 6 box crew, you simply have to have a Bard. Among the notable things it will provide, Mana/Haste, Move Speed, Enhanced Nukes, 2nd Mez, 2nd Charm, 2nd Pulls, Unbreaking Invis for AFKs, Snares, & Tracking.
Summary
-SK, Cleric, Enchanter, Mage, Wizard, Bard
-Ports, Fastest Travel, Tracking, Best Mana Regen, Best Haste, Best Heals, Best Damage Shields, Best DPS, Rez's, adequate slows/debuffs, and much more. Your HP buffs from your cleric and your caster (includes SK) all stack.The only thing better than Charm DPS, is AE groups in some eras. The Enchanter/Wizard/Mage, give you the ability to destroy content in Kunark-Luclin and get a major advantage. You will get 10+ AA's an hour when a lot of groups will be getting 1. A solid tank and spank is always an option also with a SK & Mage tanking pulls very efficiently. Charm DPS is the most broken thing about EQ and this group takes full advantage of it. There is nothing that this group combo cannot do. From tank & spank, to raid targets, to Charming, to AE... The group does it all and it has no holes.