It has come to my attention that despite the fact that paladins are supposedly aoe tanks, warriors can generate aoe threat almost as well as us and can do it while taking less damage, if blizzard really intends us to be the aoe tanks then this is not working as intended.
Here are a couple of changes that I believe would even out the difference without making us overpowered.
Holy Shield:
Block chance increased to 100% and charge limit removed.
My reasoning:
With the removal of crushing blows from bosses paladins will not be using block rating. This means that in aoe tanking situations we will take more unblocked hits. Allowing holy shield to give us guaranteed blocks would give us the edge in mitigation in aoe situations. The charge limit removal is just because I don't feel that it is necessary for it to have one. I wouldn't mind seeing Holy Shield also buffed to deal damage equal some percentage of block value to counter its complete failure to scale well, but I don't really consider it necessary.
Judgements of the Just:
Replaced.
Holy Ground 2/2: Your consecration spell also reduces the damage dealt by melee swings of enemies taking damage from it by 30% for 15 seconds. Does not stack with effects that reduce attack speed, but will overwrite them if any less potent effects are in place.
My reasoning: If we are aoe tanks we should have the superior aoe mitigation debuff. This also evens out the lower health and mitigation that paladins have while tanking single targets by lowering burst potential in situations involving being hit repeatedly without avoiding anything or taking parry hasted attacks. 30% would probably end up being overpowered, honestly I wouldn't mind seeing this implemented as anything between 15 and 30%
Hammer of the Righteous:
Cooldown removed.
My reasoning: The threat rotations being experimented with on maintankadin at the moment are an absolute nightmare. This change would allow much simpler threat rotations to be used, and would also solve the problem of tanking weapons not being better for threat than spelldamage weapons even on single targets. It would also make tanking as a paladin more interactive and therefore more fun, which is never a bad thing.
Feel free to argue against my proposed buffs and/or flame me. I would be interested to see if anyone is actually able to come up with any legitimate reasons why any of these changes are overpowered.