Avenger's Shield actually means that tankadins have the advantage at range over other tank classes. The shield builds high threat on three mobs, and since the patch it auto-misses CC'd mobs. Plus, it dazes them, giving time for the group/raid to sneak in hits before melee really starts. Holy Shock is a confusing ability, however; it grants a piddly amount of heal-for-mana, even if it crits, even in end-game healing gear, and when do holy paladins need to pull anyway?
For leveling, you can cope without a ranged pull just by being clever about it. I really do think that the Ret tree needs some kind of ranged ability direct damage ability to complement the other two trees, especially given that it's the leveling spec of choice, and it's only when leveling that not having a ranged weapon is a problem. BEs get it good with Mana Tap, even if it is selective (and kinda pointless, since most mobs that have a mana bar are casters, and casters can't be "pulled" as such).
That said, I think we have enough. Judgements have a reasonable range, and Hammer of Wrath is there for the express purpose of picking off stragglers.