"Well, there's this tactical overview thing I found, some PSAs, and a lot of more detailed studies. I'm not sure about a taxonomy per se."
The tactical overview divides monsters into four classes: Named Beasts, Unusuals, Major, and Minor - in decreasing order of threat.
The Named Beasts are the truly terrifying, giant monsters that little can truly hurt. The Monster King and its mind-controlled army of monsters, genies, and a few Spirit Bearers. The Evertree, which suppresses the magical abilities of everything else near it. The Kraken, which is simply insanely strong and tough and fast and toothy.
Unusuals are monsters which have unique characteristics. They're never quite the same and while some conclusions can be drawn from observation and common sense, extreme caution is advised when dealing with them. Some examples are a large burrowing worm that ate dozens of cows and destroyed a couple of farmhouses before being hunted down, a walking boulder that smashed up some highway and derailed a train, a mass of sentient seaweed that savaged a fish market, some kind of mega-troll that just wouldn't die for a long long while. They're large and dangerous, but nowhere near as dangerous as a Named Beast. Monsters that are unique and not large and unusually dangerous don't seem to happen.
Major monsters pose a significant threat and probably can't be safely dealt with by normal humans unless they've got serious military hardware. It's advised to have a team of Spirit Bearers to fight major monsters, though the exact level of threat varies. Trolls, Ogres, Night Stalkers, and Stranglers are included in this category, among others.
Minor monsters can sometimes be dealt with by an ordinary human with a gun or just a spear, but can still be very dangerous if you are ambushed by one, or if there's a lot of them. Even minor monsters cause significant corruption over a day or two. Lurkers, Goblins, Biters, and Jellies are examples of minor monsters. Goblins especially are the stereotypical minor and almost harmless monster.