The pressure play is rather weak especially compared to abilities such as Fetter or Jumps or long ranged attacks concerning gld/pld vs healer, which is an issue with the weaker offensive side of the class. Healers easily kiting gld/pld isn't anything new and I'd have the same issue whenever I roll paladin (especially SCH) which leads me to believe that we're really there because duty finder demands it and the only role left for us is attacking a healer.
Having been burned down pretty fast with cover and without the cover glitch leaves something to be desired such as a properly established game play vs pigeon hole roles, and that's why it feels as though something is severely lacking.
*edit*
One issue with stun is that it stops you for 6 seconds but i can only act within the 4~4.5secs and do 2 combo moves or 4 combo moves then wait to stun again. When i use glory slash+that other one+impulse x2/fast+savage that's a majority of my burst done right then and there. Most clothies would be down to about 60% or 45% depending on crits which moves me into stun #2 which is 3 secs but i have to either rush my stun or pace out attacks to stop casts if they don't run. If i am down to stun #3 i find that 95% of casters warp/sprint/pvp ability on that spot which causes me to babysit and under those conditions i only have the option to wait for 8 secs or move on to a nearby target which allows cancel room for the caster.
This is lack of independence, unlike other classes, is a linchpin that only works when there's coordination--something that rarely works in pug cue. It's the game play is the elephant in the room and gld/pld issues aren't glaringly obvious to the average player, but anyone who looks at icons or understands this easily kites/binds/heavies paladin all day. As long as i don't lag i find as a whm i can keep a paladin on my back for ages and heal my team easily.