I understand his points but I feel maybe we both put the blinders on when it comes to compositions and effective utility - the way he describes his reality as Paladin you'd think it was some mitigation juggernaut shielding the party from otherwise unstoppable damage with it's capabilities; when in my reality the shields and utilities PLD provides are a very small amount of mitigated damage over the entire encounter's duration. Appreciable yes; but not game changing to the point that you're saving any effort or resource expenditure by your healers. If Paladin was really that indispensable people would've been bringing them up through Alexander Savage with far more regularity.

I just simply disagree with his assessment of Paladin's current state; mechanically and by design Paladin is the clunkiest most contradictory Tank design of the three. Warrior functions extremely well to the point that it is guaranteed a raid slot, and Dark Knight does roughly as well in direct mitigation as Paladin while bringing significantly more damage.

Personally when I am given the option - I readily bring my Warrior or Dark Knight rather than playing Paladin in end-game fights because they work better within the meta; they contribute more damage and provide enough usable party wide benefits that you do not need a quasi-healer tank popping Stoneskins, Clemency, or needing DV triggered to pass incoming damage checks. By bringing DRK/WAR you distribute the burden of outgoing damage more evenly - and allow groups to push/skip phases.