This is an interesting thread. The major devil's advocate question to ask is "just because you almost never use an ability, does that mean it's a bad ability if it does one rare thing well"?
Tempered Will is the standout here from the OP's original post. It's a skill you'll probably never use on your average dungeon run, and rarely use on bosses. However, for the few specific bosses that DO have some kind of knockback or slow it suddenly becomes a hugely important part of the Paladin's kit. Being able to avoid knockbacks is incredibly useful provided an encounter actually has them. Just because a boss fight might have no reason to use Tempered Will doesnt mean it isnt a fantastic ability. The convenience of things like being able to eat Shiva's bow pushback to the face, or eat a divebomb on T13 if you got out of position, or ignore a Titan Landslide is hard to quantify - you rarely "need" to avoid a knockback but if you CAN avoid it then you can make a certain part of an encounter a lot smoother.
I think that's the key with the Paladin's toolkit. The paladin has a small selection of attacking moves they use all the time, and a good base level of cooldowns that see use on just about every encounter. However, they have a HUGE toolkit of super specific moves that are never vital to an encounter's completion but CAN make the encounter a heck of a lot easier. Cover. Divine Veil. Stoneskin. Tempered Will. Even Clemency. You wont use them much, but when you find that awesome spot in an encounter where you CAN use them they feel anything but underpowered. It's remembering that these skills exist and using them at the key moments that separate the okay tanks from the great one.
Sure you can argue that these moves perhaps need some buffs or usage increases, but is it necessary for all moves to be consistantly used? I rather like having a handful of super specific move options that I might use in 10% of fights, as long as when I -do- use it I feel their impact keenly (Cover is a good example of this - it makes picking up the huge pack of snipers/soldiers/hardhelms super easy on Wave 8 of A2S. It's not vital but the use of the skill removes virtually all RNG risk of healer splat causing a wipe at this point).
The skills I consider bottom feeders arent the ones which have niche use, but the ones which have tiny impact when you DO use them. Awareness as a paladin is the one that stands out for me. It's... well it's not -terrible- and it's sort of free to use, but the fact that auto attack damage is so negligible means that whilst it COULD be an awesome tank cooldown, in practise popping it just equates to about 3% less damage taken for a bit. Maybe. It adds some stability but anything that's super damaging doesnt crit anyway. It's the kind of skill that I feel would be best served being an "always on passive", perhaps a trait on Shield Oath that makes you immune to crits.
Aside from maybe 2 encounters in the entire game where there's a "boss crits lots now" mechanic, Awareness is a button that has no real tangible impact when used and so feels underwhelming. I just find myself pressing it consistantly throughout most fights now so I just have high uptime on it rather than ever recalling a moment where I thought "uh oh, I'd better not be crit now" as those moments are usually the ones where you have other tank cooldowns running.
The other underwhelming skill Paladins have isnt really a skill, it's "the fifth crossclass slot". Foresight, Bloodbath, Stoneskin and Mercy Stroke are all must-haves. They're not super strong but they all have good use for a paladin tank and are worth taking. The fifth slot though... it's wasted. Fracture is now 100% a DPS and TP loss whenever you use it in ANY situation at level 60 and thus shouldn't even be on the bars as a paladin any more. Raise can't be used in combat. Protect is the only viable option and the healers take care of that.
I can't help wishing that the crossclass system either limited you to 3 slots so you had to make more meaningful choices, or allowed a selection of 5 skills from a bigger selection of classes. As a Paladin I'd LOVE to crossclass something like Invigorate, or Shadeshift and Goad from Ninja, or even Blood for Blood for doing better OT dps. That useless fourth crossclass slot just feels so annoying. Whitemages get the same issue I think - once they've crossclassed Virus, Eye for an Eye, Swiftcast and Surecast the only two skills for the final slot is Ruin (useless) or Blizzard 2 (which is pretty much worthless when you have Holy for AOE and Stone 1 for slows).

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