Mono-white will likely not be taking too many competitive tables, outside of something like Sram cheerios, or something; but that's because Competitive is a whole different beast.
That said, for regular EDH, mono white can absolutely be a blast. White has some weaknesses, but it's not hard to shore those up, and White has a huge host of strengths to play off of in order to make some one-sided options. White has a strong set of removals, from excellent single-target Creature, Artifact and Enchantment removal, and mass removal of Creatures, Artifacts, and Enchantments as well. White also has mass land removal, but many groups may frown upon that. White also has a strong set of protection spells to contribute to fighting on the stack, and even some (very) limited counter magic. White also has excellent access to Equipment tutoring, which can shore up some weaknesses quite handily. White also has absolutely insane recursion potential as well, of almost any permanent type. Playing Mono-White also has some hilarious anti-multicolor tech, such as Ravnica at War, and Renounce the Guilds, which can be quite valuable plays.
Your main issues will be ramp and card draw, but both of these are easily overcome. My heliod deck will often times outramp even some green players, though this speaks more to my dedication to ramp. Obviously green players who dedicate to ramp will far outpace you, but White (and any color, thanks to colorless options) can generally hold its own.
Burnished Hart goes well with Gift of Immortality, and also gets reclaimed by Sun Titan. Solemn is a solid add as well. From there, a few mana rocks should set you up well.
Card Draw:
Card draw will often be limited to Artifact and Colorless sources, but there are a few good white options, such as Mentor of the Meek and Bygone Bishop. Dawn of Hope is a new one I'm trying out, and Inheritance, while mana-hungry, can be potent.
From there, I've generally liked Endbringer as a useful utility creature for card draw and other stuff, while Mind's Eye and other generic artifacts can also do their thing. If you're really confidant about your mana base, you can also run the Kozilek pair.
Recursion:
Where to even Begin? Sun Titan slots in well with most of the cheap sides of the ramp/draw packages, especially since he can bring back lands. I like to pair him with Mirrorpool, since you get to immediately bring it back. He also works well with Emeria, the sky ruin, as many others have said. Emeria Shepherd is all sorts of crazy bonkers, if you hold onto it well. I've also liked Marshall's Anthem as a way to recover post-wipe. Angel of Serenity has also been recommended to me, and despite being high cost has served as a powerful multi-utility card. Multiple cards exist to recover artifacts, creatures, and enchantments, in single or in mass. I personally am a fan of Salvage Scout, since mono color decks run a lot of artifacts, and he is quickly returned by Sun Titan, or Sword of Light and Shadow (which is fetched by the equipment package...). Restoration Specialist is a new potential addition as well. Certain powerful spells, like Rally the Ancestors can provide a potent surprise as well, especially as you return some of your other recursion pieces to bring stuff back permanently, and use a sac outlet to not lose yours, or use blink effects/Teferi's protection in response to the delayed trigger... etc.
In the lands section, I like to add Buried Ruin, and even sometimes Haunted Fengraf. Don't forget Mistveil Plains as an option, especially if it feeds back into a tutor loop.
In short, White has a lot of recursion options that feed into each other and protect each other piece, while also having the capability to tutor/fetch multiple pieces of it.
That said, for regular EDH, mono white can absolutely be a blast. White has some weaknesses, but it's not hard to shore those up, and White has a huge host of strengths to play off of in order to make some one-sided options. White has a strong set of removals, from excellent single-target Creature, Artifact and Enchantment removal, and mass removal of Creatures, Artifacts, and Enchantments as well. White also has mass land removal, but many groups may frown upon that. White also has a strong set of protection spells to contribute to fighting on the stack, and even some (very) limited counter magic. White also has excellent access to Equipment tutoring, which can shore up some weaknesses quite handily. White also has absolutely insane recursion potential as well, of almost any permanent type. Playing Mono-White also has some hilarious anti-multicolor tech, such as Ravnica at War, and Renounce the Guilds, which can be quite valuable plays.
Your main issues will be ramp and card draw, but both of these are easily overcome. My heliod deck will often times outramp even some green players, though this speaks more to my dedication to ramp. Obviously green players who dedicate to ramp will far outpace you, but White (and any color, thanks to colorless options) can generally hold its own.
Equipment: White can use cards like Stoneforge Mystic and Relic Seeker to grab Sword of the Animist and Skullclamp to offset some of the Ramp/Draw issues. If mystic is outside your pricepoint, or depending on your commitment to equipment, Several other options exist. Sword of Fire and Ice and Sword of Feast and Famine can also shore up the draw/ramp in a pinch as well.
Ramp:
For ramp, some white-specific options also include: Boreas Charger, Knight of the White Orchid and Kor Cartographer, which play well with Blink Effects, or with Resurection effects. You also have Legion's Landing, which at worst can be a sort of White rampant growth.
Some of my favored colorless options of ramp include Rings of Brighthearth with fetchlands, as fetches also pair well with Sun Titan and Crucible of Worlds. Thawing Glaciers also pairs well with Rings, and also with Deserted Temple, though be careful there as Deserted Temple and Rings can go infinite with a land that produces enough mana, such as Nykthos or Serra's Sanctum.
Burnished Hart goes well with Gift of Immortality, and also gets reclaimed by Sun Titan. Solemn is a solid add as well. From there, a few mana rocks should set you up well.
Card Draw:
Card draw will often be limited to Artifact and Colorless sources, but there are a few good white options, such as Mentor of the Meek and Bygone Bishop. Dawn of Hope is a new one I'm trying out, and Inheritance, while mana-hungry, can be potent.
From there, I've generally liked Endbringer as a useful utility creature for card draw and other stuff, while Mind's Eye and other generic artifacts can also do their thing. If you're really confidant about your mana base, you can also run the Kozilek pair.
Recursion:
Where to even Begin? Sun Titan slots in well with most of the cheap sides of the ramp/draw packages, especially since he can bring back lands. I like to pair him with Mirrorpool, since you get to immediately bring it back. He also works well with Emeria, the sky ruin, as many others have said. Emeria Shepherd is all sorts of crazy bonkers, if you hold onto it well. I've also liked Marshall's Anthem as a way to recover post-wipe. Angel of Serenity has also been recommended to me, and despite being high cost has served as a powerful multi-utility card. Multiple cards exist to recover artifacts, creatures, and enchantments, in single or in mass. I personally am a fan of Salvage Scout, since mono color decks run a lot of artifacts, and he is quickly returned by Sun Titan, or Sword of Light and Shadow (which is fetched by the equipment package...). Restoration Specialist is a new potential addition as well. Certain powerful spells, like Rally the Ancestors can provide a potent surprise as well, especially as you return some of your other recursion pieces to bring stuff back permanently, and use a sac outlet to not lose yours, or use blink effects/Teferi's protection in response to the delayed trigger... etc.
In the lands section, I like to add Buried Ruin, and even sometimes Haunted Fengraf. Don't forget Mistveil Plains as an option, especially if it feeds back into a tutor loop.
In short, White has a lot of recursion options that feed into each other and protect each other piece, while also having the capability to tutor/fetch multiple pieces of it.
Removal:
White has plenty, so I'm just going to list my favorites:
Single Creature: Swords to Plowshares, Path to Exile. Dispatch, Crib Swap, Declaration in stone.
Single Artifact/Enchantment: Return to Dust, Banishing Stroke
Attack Deterence: Wing Shards, Dispense Justice, Settle the Wreckage
Mass: Rout, Tragic Arrogance, Hour of Revelation, Hallowed Burial, Akroma's Venceance, Austere Command, Descend upon the Sinful
Mass Enchantment/Artifact: (of those not included above) Patrician's Scorn.
Colorless: All is Dust, Oblivion Stone, Ugin. (stone can be recured, Other two, you likely have more artifacts/colorless than most).
Grave Hate: Hallowed Moonlight, Rest in Peace, Containtment Priest, Scavenger Grounds, Angel of Serenity, Stone Cloaker.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek