With divines getting War Priest and monks getting a buff to Henshin Mystic because of public outcry I figured why not articulate some of the issues with paladins in the hopes of getting their enhancements improved.
Problem one, a large amount of the enhancements can be bought well before you can actually use them. Tier one KotC has Divine Light and Extra Turning which you can't actually use until paladin level 4 and remove disease which you can't use until level 6. Tier two has Improved Turning and Divine Might which you can't use for another two paladin levels and tier 3 has Improved Restoration which requires paladin level 6. Sacred Defender is a little better about this but every tier has a buff to your Sacred Defensive Stance of which you can't use until paladin level 6.
Problem two, a lot of the enhancements are just bad. I get the desire to try and get all the old enhancements moved over to the new system but things like Improved Turning and divine light are kind of useless, and either should have been dropped or buffed into something more useful. Clerics can destroy any undead they'd normally frighten if they take the RS ability to do so and they're +3 on die checks as paladins get a -3 hit. Turning for paladins I don't think is really viable at end game where monster CRs go through the roof, and for more causal players I don't see much merit either, they'll have to buff charisma very high and equip some questionable gear just to be able to turn undead that're lower level than them.
Attack boost is something that ideally they should never need, they get full BAB like a fighter and the spell divine favor which should keep them even with fighters as they take their weapon spec feats. If paladins are falling behind in to-hit compared to fighters then please add some passive enhancement to fix this, attack boost is a pretty bad way to do this as it locks out other class boosts from being run concurrently.
Rally costs 6 AP to max out and is generally beaten by greater heroism. Paladins past level 3 do not need the will buff vs fear and their party members will generally have GH running either from a friendly arcane or their own clicky or scroll after level 9 or so. Plus 3 morale damage is nice but it's incredibly expensive(6 AP) and once you get past the mid levels that's all it's adding, if you have a good hope clicky or bard then it's down to +1 morale damage for 6 AP.
Extra remove disease/greater restoration. The extra removes will generally only get use for people wanting greater resto as paladins get vanilla restoration as a spell, for more casual players I can see some benefit to it but with UMD being so easy to get to high levels and greater resto scrolls being sold by vendors I don't see much benefit personally. Even for the casual crowd they could just cast restoration a few times and save the AP though, so they're still bad.
Sacred Defenders get positive spell power but Hunters of the Dead do not. This is just strange to me, when doing paladin TRs I'd generally throw a cure or two and all my LoHs on the bosses in necro 1 before getting into melee range. When I was still new to the game I still did this in PoP and the like as it really did help as my DPS was bad, healing the dead should really be an option and I don't see why Hunter miss out on pos energy.
Censure Demons. On vorpal stun for 3 seconds is pretty weak, demons are pretty rare and only getting 3 seconds of fun on a roll of a 20 is pretty sad. Sure you can upgrade it with Censure Outsider which will do the same for all chaotic OR evil outsiders but it's both too narrow in monsters susceptible and too short in duration for a random proc.
Champion of Good. The main reason people used to take the paladin capstone was for the good DR bypass, but honestly Bless Weapon is a level 1 paladin spell that should have been added a long time ago. So please add that and make the capstone something better, +2 cha, +2 saves vs enchant(GH covers fear at mid to late game), +1d6 holy vs evil and 2d6 light damage against evil undead or evil outsiders is pretty weak when compared to what other classes get.
I purposefully didn't talk about tanks much as I feel those issues are not only beyond the scope of the enhancement pass but because I honestly haven't played one in a long time, tanking hasn't been useful or fun in a very long time for me. If you do still play a tank and have strong feelings about the enhancements then please post your experiences, heck if you agree or disagree with anything please post. I just wanted to start a dialogue about issues I see with paladins post enhancement update and I know I probably missed a lot of things, so please articulate your specific issues and complaints. Just saying paladins are bad lol doesn't really help, I think we need to get into specific detail and maybe even suggestions for fixes.
TLDR: The paladin enhancements aren't very good, please make them better.