I'm a little uncertain how to present all of this, there's a lot of structure to what I'm suggesting, balancing and intention, that can't be seen just by looking at the abilities. If you don't play Ret, or at least Paladin, I can't exactly expect any of this to make sense to you. Before you take any one suggestion here at flat face value, try to consider how it would be used in the greater image, including both PvE and PvP.
Provide FEEDBACK and SUGGESTIONS, criticism isn't quite what I need. There are many holes that I'm sure I hadn't considered when I developed all this, pointing those out is only slightly helpful, what's MUCH more illuminating, is offering a suggestion that FILLS that hole, so the complete version is more interesting, if not more appealing as an implementable change.
The first reply will be about the reasoning and concept behind each change I'm suggesting.
The second reply will be a note about visuals, graphics, balancing, and intended rotations.
[size=10pt]TLDR: The important stuff starts here:[/size]
Hand of Reckoning: This ability has been renamed to avoid confusion with both the hand spells, and the Reckoning ability. It is now called "Righteous Challenge"
Reckoning: This ability has been moved from the Protection tree to the Retribution Tree, it is now placed next to Fanaticism, below Art of War. It is now an active ability - Channel offensive energy for up to 6 seconds, each second you spend channeling costs 9% of your total mana to add one charge of Reckoning, which causes each attack within 10 seconds to generate an additional melee strike. Maximum 6 charges. No cooldown.
Reckoning has been replaced in Protection by: Stem the Tide - Enemies in the area of effect of your Consecration have their movement and attack speed slowed by 10/20% for 4 seconds. (Does not stack with Judgements of the Just)
Exorcism: This ability has been reworked, instead of causing instant holy damage, it converts your next flash of light or holy light into a damage spell for 10 seconds, Flash of Light will cause holy damage equivalent to 75% of the heal amount, and Holy Light will cause holy damage equivalent to 40% of the heal amount.
New Talent: Sacrificial Wrath - Effective healing you cause on yourself with Flash of Light deals 50/100% holy damage to all enemies within 10 yards.
Crusader Strike: An instant melee attack which deals 110% weapon damage, and a secondary effect based on your currently active seal:
Seal of Blood/Martyr/Righteousness/Command - Deals damage as holy damage
Seal of Vengeance/Corruption - Increases the effectiveness of all holy-damage over time effects you cause by 25% for 6 seconds.
Seal of Light - Restores health equivalent to 25% of damage done
Seal of Wisdom - Restores 10% of total mana
Seal of Justice - Reflects the next attack directed at you back at its source. Lasts 6 seconds.
Divine Storm: Unleashes the power of your currently active seal to deal 50% weapon damage to up to 4 nearby enemies every second for 4 seconds, or until 4 attacks are made, heals the Paladin and up to 4 party or raid members for 25% of the damage caused. 12 second cooldown.