The necessary Paladin overhaul (Here you go S-E - I've fixed the job for you)
Paladin in it's current state is useless. The job deals too little damage, does not generate enmity fast enough to keep up with other jobs, and really offers nothing to groups that other, more versatile jobs can. It's a one-trick pony that's run out of steam. So, the job clearly needs to be revised. I believe I can offer the solution to the situation.
The Cure to the Common, Crappy Paladin
First off, Paladin will need to made more versatile. To fix that, I propose these two configurations depending on choice of gear (well, shield or no shield):
Paladin: The Support/Tank
From now on Paladin will be able to offer the party not only a tank that can grab and hold hate, but one that can support the party. While wielding a shield, Paladin will gain access to a support aura that will offer 2-tick regen, refresh, and regain to all party members in the general area (Blessing of Protection or something to that degree - didn't put any thought into ability names). Additionally, Paladin will now be able to "stagger" monsters with their shield. A staggered monster sufferers from reduced evasion, defense, and becomes more susceptible to critical hits. The effect lasts 10-15 seconds. Monsters can be staggered in two ways. First, shield bash will automatically stagger the enemy. Secondly, there is a chance of staggering on a successful shield block. The larger the shield, the more likely it is to stagger (likelihood varies 25~50%). This is all well and good, but there's still the issue of Paladin not being able to hold the monster for more than 5 seconds. We'll go over the fix for that in a moment.
Paladin: The DD/Healer
So Paladin can offer more to their party as the tank, but what if the party doesn't need a dedicated tank? Perhaps the monster is dying so fast it doesn't matter? Well here's the fix for that. Paladin will now be able to fill the roll of a decent damage dealer and bring their healing skills to the front lines to boot. When not wielding a shield, Paladin will gain access to an ability, Crusader. It will give the Paladin a permanent En-light effect that deals an additional 15/30% damage (single-hand/2-handed weapons, respectively) that can critical. This "en-light" is not resistible by monsters. Additionally, the buff will provide the Paladin with +25% cure potency. Lastly, with Crusade up, the effects of Sentinel and Rampart will be quartered (along with the enmity generated), however, will provide TP when used (to the Paladin in the case of Sentinel, and party in the case of Rampart).
So sounds kinda cool right? But there are still a couple minor issues. I think two new job abilities will pretty much wrap up all that's needed to repair the Paladin job:
Beacon: The Paladin absorbs 30% each nearby allies’ enmity. The absorbed amounts compound onto the Paladin. Instant, 40 second recast.
Battle Chanting: The Paladin's spells are instant-cast. Recast timer of spells is doubled. 90 minute duration, 5 minute recast.
This should pretty much do it. Nothing too over-the-top, but everything needed to breath life back into the job in ways that will not only benefit the player, but also their party members.