My perception on Paladin vs Warrior
Cross class abilities
Paladin's choices are non-choices. If you've leveled both your subs (WHM and MRD), then you should have Bloodbath, Foresight and Stoneskin equipped. Mercy Stroke is good too, but the last is really up to you (Cure, Raise, Protect (for soloing I guess))
Paladin, the mitigation tank, gets 2/3 warrior's cooldowns and there's no sacrifice to take them.
Warrior has too many hard to make choices from GLA and MNK. Warrior needs its own Provoke, simply because Provoke is mandatory, it's a non-choice. You can die, something new can come in. Someone can burst early, or you can just be out-hated. You want to make sure Provoke is on your bars.
You want to have flash, because of the radial nature of the ability and the precious half-second that lining things up for overpower can take.
The remaining choices come down to Convalescence, Second Wind, Featherfoot, Awareness, Mantra. As my monk doesn't have Mantra yet, and perhaps even if it did, I chose Conv, Awareness, and Featherfoot.
Style of play
I'm a Paladin main. I love the universal lore of paladin, since it's common across most games. The Holy Crusader, the bringer of justice. I have played a paladin in most games (WoW, XI, XIV) and others. I'm not knocking paladin out of some spite. Not at all.
Warrior gameplay is more fun than Paladin. I have my threat rotation, which is not so different from Paladin's, but I also have a damaging rotation that I'm fond of mixing in, because it increases my DPS, and I think it's a boon to my TPS.
Heavy Swing, Skull Sunder, Butcher's Block is war's version of the RoH combo.
Heavy Swing, Maim (Increases damage dealt by 20%), Storm's Eye (decrease's target's slashing resistance by 10% and healing received by 50%)
Heavy Swing, Mam, Storm's Path (Heals for 50% of the damage done, which is pretty negligible)
Warrior's Stun is also free and off the GCD (30s cooldown), which makes stunning on warrior more fun. On stun immune mobs, you can mix it in freely for more dps.
With 5 stacks of Wrath, Warrior can pop Unchained, a 3 minute CD, for more damage, and thus hate, and also having Berserk available to them at half the cooldown, they can do a lot of damage, and thus hate, in a very short window. Warrior is certainly more fun to play WITH defiance than without.
I would hope that Berserk's Pacified effect is taken away. Part of being a tank is reacting to the situation now, and it is silly to be locked out of offensive abilties for 5 seconds, when those are the wrong 5 seconds. Perhaps change the penalty somehow, or remove it. Honestly the dps/tps difference between War and Pld is not a concern as long as it's a tank that has hate.
I would hope that in the future, SE gives Warrior some more mitigation ability, its own Taunt, and takes some cues from Warrior on how to further develop Paladin. I still prefer my paladin but primarily because I believe it's more effective than my warrior. I feel like I have a better toolkit to handle situations. I don't want to see that taken from Paladin, but rather given to Warrior.
Being able to do "so much" damage as a tank is fun, but at what expense? You could never make white mage a better healer than scholar merely because scholar can do more damage. Monk has 3 solid defensive cooldowns, but that's no reason, none at all, to make Dragoon a better dps. An equally geared Monk and Dragoon should be able to dps about on par with each other, tanks should expect the same.
Also, please, alter Hallowed Ground. I use the ability and I love it, but it's OP. In many situations, it's equivalent to free benediction, something that Warrior has no answer to. Alternatively, design an ability for Warrior that "most" (same limitations as HG) incoming damage heals the warrior, rather than hurts him, for 5 seconds. I say 5 seconds because if both tanks popped these at 10% health and got no outside help, the warrior would have more health than he started with, the paladin would end at the same 10% health.