In Coil 1 Paladin was more or less required because prior to echo having Spirits Within for Turn 1/2 mitigating the need for multiple Bards and Shield Bash easing Dread Knight kills in T5.

Flash's blind doesn't serve a purpose in higher level content (Has some use in Garuda EX iirc), Shield Swipe can conserve TP in emergencies but the pacification is irrelevant, Awareness is probably the least valuable cooldown in the game, Tempered Will has some gimmick applications (Tanking landslides, avoiding inhale in T6, avoiding landmine blowback in T8).

Now I'm not suggesting a return to Coil 1's limiting nature where you always want to bring one Paladin, but wouldn't it be preferable for some of these abilities to either have their effects reworked (Or replaced/augmented) to be more practical in use for end game content?