Everyone always forgets the passives. If you're Healing or Protecting (NOT with Divine Boon), Word of Healing and Restore Condition simulate absolutely ridiculous quantities of energy. Restore Condition is situational dependent on area, obviously, but few are the late game areas (IE, those where you HAVE elite skills) that are conditionless. Ever use it in Ring of Fire? You can actually get a net health gain by having people stand in Lava Pools.
Word of Healing, when used properly, can be compared extremely favorably to Heal Other. Essentially, every time you cast a powered up Word, you have simulated gaining five energy. Obviously, this only happens frequently when people are frequently below half health, but that's really the only time you should need "energy management". At a recharge of, I believe, four seconds, you can realistically cast it every five when the going gets tough, which means it "gains" fifteen energy every fifteen seconds (quite Offering of Blood-esque, no?), twenty every twenty, or a whopping twenty-five every twenty five, to compare with both Drain and Mantra of Recall. The merits of Drain come mainly in PvP, where you can assault the other team's energy supply if you want, but it's still solid "management" in PvE. I can't stand Mantra myself, but that doesn't mean it doesn't look good on paper. Word is very close to (or far beyond) everything in terms of raw energy, but it has MORE merits (as does Restore Condition). Perhaps most obviously, this means you don't have to burn ten-ish ranks in an alternate attribute, which in turn means one of two things; your healing/protecting skills are more effective (which means each energy point is more effective--I don't want to crunch the numbers here, but let's put it at a conservative five percent. This means that for every twenty energy you "gain" via word, you've effectively gained twenty-one via a non-Monk skill--which really adds up over long outings). OR you can invest those points into something else you want, like Earth Magic for Wards if you want (I don't know that I'd advise this, but the option is there).
People confuse "energy management" with "gaining energy" far, far too often. In PvP, the distinction can become necessary with that annoying fellow in the brightly colored pants who won't leave you alone (although I argue that it's not, as can be evidenced by the (fairly) recent adoption of Word of Healing into a lot of PvP-oriented eight-man builds.) Gaining energy is NEVER as efficient as real energy management, which includes not only the skills you bring, but wise use of them. I've seen Monks run out of energy ten seconds into a battle because they put Breeze all over anyone who looks like they MIGHT take damage, then begin to spam their empty energy bars while I proceed to keep everyone alive for the next five minutes (and beyond of course). There really is an art to it, as I post every-so-often. The simplest part of it is to just stop healing people who don't need to be healed. I know this is hard to understand, and many people feel that it is their job, their obligation, and even the reason for their character's existence to keep those red bars full. This is not far from the truth, but the distinction is quite important. Your actual job (as a healing/protecting Monk, not as some other support role, such as the oft-maligned Smiting Monk) is to keep those red bars from being empty. Equipment that functions slightly better at greater than half health aside, characters function just as well at one health as at full health. Please note that I say characters here, and not players. Most players will lock up or panic and start doing stupid things if you let them get that low and leave them that way. Depending on how much your group trusts you, you can maintain efficiency even when health bars drop WAAAAY down, to the thirty, twenty, even ten percent marks. Don't keep them full; just keep them from being empty.
There are of course other tricks of the trade, but that one will likely take you the furthest. A good Monk can keep a reasonably large party alive on two or three healing skills. How much of your bar do you actively use in battle? I use ALL of mine except the resurrect, but only carry two, maybe three direct heals (Word, Heal Other/Infuse Health, possibly Orison depending on area/party size). I ALWAYS bring Hex and Condition removal, because I know no one else does. If I really wanted to, though, these could easily be some other utility, such as Weaken Armor if we're boss hunting. That's irrelevant. The point is you really don't need that much on your bar devoted to healing if you know where to send the stuff. I've also taken to carrying Heal Party in one of the yet-empty slots of late. As long as you don't lean on it to heal that one guy who ran away, you'll be fine. Use it only when necessary AND when it's possible (people won't die within casting time) and it is actually extremely efficient. The same is true of Protective Spirit, even without Protection Prayers. Healing Seed is also VERY good. I platoon all of these, with others, depending on the area, when I am playing straight Healing Prayers. I play many other builds, but I felt this one was most relevant to the current topic.
Energy Management can take many forms, not just the five or six popular versions that actively gain energy. A good Monk uses skills, knowledge, positioning, and many more factors to both keep people alive and his energy full. A good Monk can take a bad build (within reason) and heal better, for longer than a bad Monk with a perfect build (if such a thing exists).
I guess I've drifted away from the topic at hand a little. The original point was that you should consider non-gaining "energy management skills". Signet of Devotion is the only one I often see praised as such, but there are many. Healing Seed, Heal Party, Signets of Devotion and Rejuvenation, Dispel Hexes, and even the mighty Protective Spirit can be used to simulate enormous quantities of energy when applied properly, and that's just on the primary healer.