I don't except you to be familiar with my stances on those topics, but I have had issue with power creep for all of those. When Centered Kensai came out, I was against it, Swashbuckler, SWF, Paladin, Armor Up, etc.
It isn't a personal agenda. I love Paladin. I wish that the MRR/PRR formula was 125 instead of 100. I wish that Holy Sword wasn't so OP. I don't want to nerf Paladin into oblivion. I want to make it actually challenging to play content while on one...
LOL. I just gave you the basis. All the changes in the DDO Wiki. Here, go look at the Release Notes. You know what, I'll even copy and paste the KotC Paladin part for you, so you can make it even easier to enlighten yourself!
Knight of the Chalice has been improved. The enhancement tree now reads as follows:
Innate Abilities
1 AP: Slayer of Evil I: You gain +1 to hit evil and undead creatures. Your attacks deal 1d4 additional Light damage. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. All Light damage from core abilities scale with 100% Melee Power.
5 AP, Pal3: Courage of Heaven: Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You gain +1 to hit for all attacks. Your attacks now deal 1d8 additional Light damage.
10 AP, Pal6: Slayer of Evil II: You now gain +2 to hit evil and undead creatures. Your attacks now deal 2d6 additional Light damage. All your attacks are considered to be Ghost Touch. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by evil creatures.
20 AP, Pal12: Improved Courage of Heaven: Increases the Aura bonuses granted by Courage of Heaven by an additional +2. You now gain +2 to hit for all attacks. Your attacks now deal 3d6 additional Light damage.
30 AP, Pal18: Slayer of Evil III: You now gain +3 to hit evil and undead creatures. Your attacks now deal 5d6 additional Light damage. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage.
41 AP, Pal20: Champion of Good: You gain +4 Charisma and 10 Melee Power. The bonuses granted by Courage of Heaven are increased by an additional +2. Your attacks now deal 7d6 additional Light damage. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction.
Tier One (0 AP Required)
Extra Turning: +(1/2/3) Turn Attempts per rest.
Divine Light: Your Turn Undead ability now also deals 6d6/12d6/18d6 light damage to nearby undead. Scales with 200% Melee Power.
Extra Remove Disease: +(2/4/6) Remove Disease uses per rest.
Exalted Smite: You gain 2/4 additional use of Smite Evil per rest.
Action Boost: Attack: Activate to gain a +(4/6/8) Action Boost bonus to hit for 20 seconds.
Tier Two (5 AP Required)
Improved Turning: You count as (1/2/3) levels higher when turning undead, and add (2/4/6) to the number of hit dice turned.
Divine Might: Channel Divinity: Channel Divinity: You gain an Insight bonus to Strength equal to your Charisma modifier for 30/60/120 seconds. (Cooldown 20 seconds)
Rally: Channel Divinity: Remove fear from nearby allies. You and the affected allies gain a +2/+4/+6 Moral Bonus to Will Saves vs. Fear effects and a +1/+2/+3 Morale Bonus to Attack and Damage for 60 seconds. (Coodown: 3 miniutes)
Exalted Cleave: "Make a sweeping weapon attack against all nearby enemies for +1(W) damage. Shares its cooldown with the Cleave feat."
Action Boost: Damage: Activate to gain a (+10/+20/+30)% Action Boost bonus to Melee Power for 20 seconds. (Cooldown: 30 Seconds)
Tier Three (10 AP Required)
Improved Restoration: Your Paladin Remove Disease ability now also applies a (Lesser Restoration / Restoration / Greater Restoration) effect.
Divine Sacrifice: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional (5/7/9)d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful. Light damage scales with 100% Melee Power.
Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
Exalted Smite: Active: An improved smite that adds +1/+1/+2 to your weapon's critical damage multiplier and 0/+1/+2 to your weapon's critical threat range.
Str or Cha: +1 Strength or Charisma
Tier Four (20 AP Required)
Censure Demons: You gain On Vorpal: Stuns Chaotic Evil outsiders for 3 seconds.
Passion: Your Divine Sacrifice ability gains: On Damage: Gain (5/10/15) temporary spell points if you strike an evil creature with this attack.
Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
Empowered Smite: Your Smite Evil and Exalted Smite abilities now grant a buff that increases Melee Power by 5 for 10 seconds.
Str or Cha: +1 Strength or Charisma
Tier Five (30 AP Required)
Censure Outsiders: Your Censure Demons ability now applies to all Chaotic or Evil outsiders. You also gain 5 Melee Power.
Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
Holy Retribution: Melee Channel Divinity: Executes a powerful holy strike against the target that deals +1/+3/+5[W] damage. On Damage: Evil creatures with less than 1,000 HP have a 50%/75%/100% chance to be forced to make a WIll save (DC 10 + Paladin Level + Charisma Mod) or be destroyed. On a successful save, the affected creature takes 100 holy damage from this attack as well as -6 to all ability scores for ten seconds. (Cooldown: 6 seconds) This ability also recharges one Smite Evil.
Sealed Life: You are immune to Energy Drain.
Avenging Cleave: "Make a sweeping weapon attack against all nearby enemies for +1(W) damage. Damaged enemies gains one stack of Vulnerability. Shares its cooldown with the Greate Cleave feat. Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration."
http://ddowiki.com/page/Update_23_Re...s#Enhancements
Are you saying, for a fact, that KotC got nothing more than those three things that you stated?
At least you used the right word this time, research!(not observation)
Except, the part where you are wrong, is that I've already done my "research" and know that KotC Paladin got more than what he posted. I mean, he doesn't even know if the stuff works...I think that speaks for itself on his knowledge of the tree.