I'm thinking you've just changed Paladin from a /2 splash for saves to a /4 splash for +1/+1 crit for 4 mins. Nothing in the tree is making me want to build a main-class Paladin. Its only got me thinking of what else I could splash in to make use of the few nice abilities. TWF Ranger seems like it'd benefit more from the scaling +light damage at Core 3 (Pal 6) than a pure pal would get from the 8d6 at the capstone.

Abilities that only work vs undead/demons/outsiders are not worth it. Attacks that consume limited "charges" are not worth it. Abilities that require your opponent to be under 1000 HP aren't worth it....especially instakills - by that point the fight is over, anyway, in endgame.

A whole lot of focus on fear effects when one Fear Immunity Topaz makes it all moot.

I could go 3 deep in Knight to get a +2/+2 crit attack that costs me a use of Smite. Or I could get it for free in the cores of Ranger, along with a superior melee DPS tree.

Also, 30% Melee Power AB? Is that 30 Melee Power? Or 30% bonus multiplier to whatever your current Melee Power Rating is?