just going to take this slow...

cure II - completely unneeded. my average heal for cure is 250, cure II would still be less useful than stoneskin (which i find better for tanks than cure anyway, as it prevents damage from coming through than heals after the fact.) as a person playing a mitigation based class, i would rather have a hard hitting move mitigated with stoneskin than self heal it after. trust me, cure II on paladin less useful than you think it would be.

proshell: scholar doesn't get it either, i don't see why paladin should get special treatment. (proshell only adds a magical damage resist buff anyway)

holy flare: no. it doesn't even fit in the class anyway. lore wise and gameplay wise. lore wise because paladins (knights) in this game do not have access to white magic whatsoever, and gameplay wise because the way holy is designed is meant to be a defensive skill for healers. in addition it, as someone said above, would be effectively useless with paladin's weak magical potency stat (and we already have 3 interrupt moves, we don't need a fourth).

combat rez: lets keep it with the healers and summoner. if i have the time to drop a rez on someone as a tank, i'm doing it wrong. too easy to interrupt mid-combat anyway.

cover: would rather negate magical damage as well.

riot blade: it needs a 3rd skill in its combo instead. other than that its just easier to wait a few seconds for the MT (if in a raid) to build hate and then rage away.

If a paladin was made to be able to heal 75% strength of a WHM I'd dare say things will get really broken and you get to see Paladin soloing contents not meant to be solo-ed.
pretty much sums up my opinion.