Ret. Problems. Mobility, Dispel crippled, Weak vs Armor, Bubble.
Mobility is pretty self explanatory and Long Arm of the Law is a band-aid. A ripped, not disinfected band-aid. Can actually get us snared.
Holy Breakout (name needs changing)
1HP 20 second cooldown
1.5s Cast time
The Paladin concentrates for 1.5 seconds and removes all Stuns, Roots, and Snares while gaining 40% run speed for 5 seconds. (Cannot be used while silenced)
Unique and Paladiny.
Dispel crippled. All of our major cooldowns and iconic utility buffs are easy dispel fodder, mostly because they are high value and low clutter, meaning a dispel is a no-brainer on a paladin compared to other classes. Need something to discourage this without making it uncounterable.
Isntant Cast. / 4 Second cooldown
5% of base mana / Self Only / 30 second duration.
Seals the Paladin's buffs from enemy dispels for 30 seconds. If Swift Punishment is dispeled, the enemy will be knocked down for 2 seconds. Swift Punishment will not knockdown the dispeler if the Paladin is Stunned, Feared, Hexed/Poly'd, or incapacitated, but will still be consumed before any other buffs.
Now I REALLY like this one. Gives paladins some form of dispel protection, but becomes much weaker when CC is used on her. Anyone on "dispel duty" has to first crowd control the paladin somehow before dispeling, or risk being hard CCed for 2 seconds. This allows the palaidn to find the dispeler and deal with her.
As it stands, Paladins have no way to bring High Burst, reliable Holy Damage onto other plate wearers, rendering us rather disadvantaged against warriors and DKs.
Instant Cast 5 yards
Strike the target for Holy Damage based on Weapon Damage.
1hp = 50% Weapon Damage
2hp = 120% Weapon Damage
3HP = 200% Weapon Damage
Not as strong as Templar's Verdict, but will do more damage to a heavily armored target.
Bubble... Divine Shield: 8 seconds of invulnerability every 5minutes while doing 50% damage.
This spell...bane of Paladins since day 1. Kept for uniqueness, despised by all non paladins, and most paladins I know. Used as an excuse to not give paladins what they needs while its impact on actual PVP is horribly overstated. Can be popped by 2 classes. In PVE used as a joke to bypass content or to narrowly escape a deserved death.
8 seconds out of every 5 minutes is not something a class should be balanced around, ever. especially with how little it impacts the battle. Blizz, Devs, GC, please, do SOMETHING with it or get rid of it! I don't care what. Anything to make it matter or go away.
EDIT::: Regarding Holy Damage and high armor targets.
Since when have paladins been weak versus high armor?
Considering how 4.0.1 is, this is a fair question. I'm sure you're referring, at least mostly, to using HoW while under Avenging Wrath. I keep forgetting to mention this since, in my own mind, I find AW+HoW to be so ridiculously OP that it would be foolish to get used to it and to simply push it into the back of my mind until the inevitable nerf. So yeah, let me rephrase.
WITHOUT AW+HOW we need some anti-armor burst damage. That's all I'm saying. If AW+HoW stays, then forget the armor burst thing and just concentrate on the dispels and mobility.