That's solid advice, but I'd push back a tiny bit on the early game slog. Yeah, the multiplier perks are game-changers, but you can make unarmed feel less terrible sooner if you're smart about it.
One thing that person didn't mention: the perks that boost damage based on your skill level matter way more early on than people realize. You're not doing nothing at level 10 unarmed - you're just doing less nothing. But if you grab a couple of those early scaling perks and then immediately start crafting/enchanting, you can actually feel functional by level 15-20 instead of being completely dead weight.
Also, ngl, I'd actually consider light armor or even going unarmored if you're going full roleplay monk. Yeah, you lose the heavy armor scaling perk, but the speed difference is noticeable and honestly the build is more about commitment than optimization. Heavy armor is mathematically better, sure, but light armor perks that boost your movement speed and dodge chance feel way better in practice. If you're not using weapons, you're already trading DPS for sustainability - might as well lean into the mobility angle.
And since you're on PC - if the early grind really bothers you, there are mods that let you tweak perk requirements or boost unarmed scaling without going full power fantasy. Nothing crazy, just smoothing out that dead zone. Wildlander and similar overhauls actually rebalance unarmed pretty nicely if you want a more integrated experience, but that's a whole load order conversation.
The enchanting thing is real though. Fortify unarmed is basically mandatory, not optional.