I have seen quite a few posts thus far pertaining to Enmity challenges, and some posters even going so far as to suggest the paladin should have his enmity output doubled to make them more viable tanks. Now with this I have an issue, and I will explain why.
One of the key differences between a good player and a bad player is the ability to manage their enmity. This is a big part to the challenge of this game - and the fact an effective damage dealer can rip hate off the Paladin is the way it should be. It makes the battle more interesting and thought-provoking. If the Paladin could simply keep hate all the time easily no matter what the other members of the party did the game's battle system would suffer greatly as a result.
Example: state of point if a Dragoon goes nuts at the beginning of a Nm fight spamming weapon skills and dies because of it, that is the way it should be and is not the fault of the Paladin, and buffs should not be giving to the Paladin to prevent this from happening either, else many fights would turn into bland "spam the most damage you can as quick as you can till its dead" monotony This would be dull and way too easy.
Paladins need to learn to stop blaming themselves with damage dealers draw enmity and get themselves killed, because 9 times out of 10 it's usually not the paladin's fault, but the dead guy's because he took a bigger bite then he could chew.