I have a few issues with some Pally abilities. I'm going to list them as well as provide a logical solution/alternative. This is mainly with regard to Ret.
1. JUDGEMENT OF JUSTICE. Currently, this is pretty lame. For PvE it's almost useless because when a mob flees he's pretty much dead anyway. When solo, HoW is pretty effective. For PvP it's usuable on about 1 1/2 to 2 classes. Druid are our main target. Shams and Rogues we use it situationally. The mount debuff is fun, but more trivial than anything(why is someone riding over you?).
SOLUTION: This NEEDS to be a snare! Making an enemy run as fast as you is NOT much of an ability. In order to make JoJ effective we need to talent to run faster(PoJ). A flat 25% speed reduction would solve this broken judgement. Mobs would be slowed. Enemies would be melee accessible, finally.
2. REPENTENCE. Long CD, medium range, and touchiness makes this spell usuable but much desired. Great functionallity as a combat sap. Nice as a spell interupt. However, 60s is too long to wait. Range is still susceptible to kiting. The stun mechanic is broken very easily and can be reflected or resisted.
SOLUTION: Duration reduced to 30s/6s. CD reduced to 30s. As a side effect, the silence mechanic of HoJ could be applied to Repentence instead(Debatable).
3. DIVINE STORM. I'm going to get flak here. This whole ability may be OP and also dangerous at the same time. In PvE, this is a low CD AoE with alot of punch. This is fantastic for AoE specific situations, similar to liberally using a Mage's Arc Explosion. However, this is also where it fails. Being on such a low CD it is threaded into every Ret dps rotation. This has created a paladin playstyle, full of burst dmg with low regard for surroundings and/or threat level.
At the current state of a level 70 Pally, DS is used as a main attack and is used in most situations. The obvious downside of using DS near a CC'd mob is clear and naturally the remedy is to stay clear of the CC. The bigger issue is when you have spawning mobs, multi-mobs, or just plain area dangers.
To put it into reference for everyone: Take the Illhoof fight. Max dmg is required for Kil'rek and Chains. The Pally would naturally want to use DS. The use of DS would certainly trigger the aggro of a number of Imps. This would cause the healers to move focus to the Pally from the Tank, OT, Warlock, and/or Chains...inviting a possible raid wipe. Now, this fight has since become trivial and pulling aggro DOES NOT equal a wipe. This has created The Godmode Paladin.
If we took the above example and applied lvl 80 difficulty, The Godmode Paladin would learn all too quickly that AoEing does have dire consequences. Blizzard seems to have the affinity to creating more dynamic fights(less tank n spank). This leads me to believe that lvl 80 will be full of stuff that you don't want to pull as a Ret Pally. Thus, we have been given a choice: lock out Divine Storm from our rotation on many fights(like we do consecration) OR risk pulling aggro for a 15-20% dps increase. Mages(et al) have the luxury of another attack when AoE is not called for, keeping their effectiveness on par.
SOLUTION: Very complicated, not sure if there truly is a solution. It could just be another severly underthought Pally ability. If I were to suggest a fix: raise the Divine Storm CD to 12s, maybe return the dmg back to Holy. Put the crit DoT on Crusader Strike instead. In essence, make DS a more situational ability and put more emphasis on an Auto/CS/Judge rotation. Yet, still leave it PvP friendly. Another idea is to make it single target(less likely).
4. I wont even touch the Avenging Wrath/Divine Shield debacle.