Posted this long ago:
Abilities can be Pacified, Magic can be Silenced, all of the above can be Stunned, and groups of abilities can be chain-stunned. If a mob has become Stun resistant you can Silence or Pacify. If you just used your Global Cooldown, and you won't be able to Stun an ability in time, you can Silence or Pacify. The sheer number of interrupts you can perform in 60 seconds is enormous on Paladin. Not to mention that stunning every enemy in a group (for 6 seconds) is a pretty powerful defensive cool down on its own. Thus, learning what enemy abilities can be Stunned, Silenced, and Pacified is an important part of playing Paladin. It is one of our great strengths and proper usage can greatly determine the outcome of battles; especially during very large pulls. A healer that doesn't have to stop to heal or esuna all of these silly mechanics is going to be able to dish out far more DPS. Melee DPS that don't have to dodge large point-blank AoE's over and over are going to deal far more DPS.
Heavy hitters like Banish III, Dragon's Voice, Ram's Voice, Baleful Roar, Lunatic Voice, Nightmare, Dreadstorm, Eruption, Paralyze II, Tail Screw, Void Thunder III, Divide, and Furore. All can be interrupted as often as you need. Black Nebula spam, Dragonsong spam, Leviathan Hysteria spam, Final Sting spam, Acidic Spray spam. There are so many enemies that are completely de-fanged by a Paladin simply due to your quantity (and quality) of interrupts. Even two enemies casting at the same time can be stopped with a GCD Stun and an OGCD Silence. Once you master the timing and rotations of every enemy (ie. Black Nebula is always cast right after Iron Swing) even the largest of train pulls can become a piece of cake for you and your healers. End-game raiding aside; what's not to love about the ability to prevent every {stoppable} dangerous mechanic in the game as often as you want?
However, Raiding is where the real pain lies and thankfully a Paladins ability to chain-stun mobs for 10 seconds really stands out. A 6 second stun-spam can be a real game changer when your progression party is just barely meeting DPS checks. And so comes the real test; figuring out where all of your interrupts can be used. This opens up many useful raiding scenarios; especially if your party is going for their first clear:
A3S - 9 second stun on Liquid Gaols prevents raid wipes
A3S - 6 second stuns + Silence on multiple Gear Lubricants prevents raid wipes
A4S - Stunning Manipulator legs.
A5S - 9 second stun on Snakes prevents poison mechanic
A6S - Silencing Mindblast
A6S - 6 second stuns on multiple Power Plasma's prevents raid wipes
A6S - 9 second stun on Gobtank prevents Vuln Up
A7S - 9 second stuns on True Heart prevents raid wipes.
A7S - Stunning the Sturmdolls Kugerblitz
A8S - TBD
(Note: I haven't played around with Stormblood mobs and bosses too much but there doesn't seem to be anything too dangerous that needs absolute stunning thus far. Didn't need to Stun or Silence anything in O1S or O2S.)