Not bothering with the basic skills like Heavy Strike and Tomahawk, nothing needs to be said about them.
Foresight: very hard to tell how good this actually is without knowing any numbers behind the defense stat.
Fracture: shouldn't reset the combo rotation of your main attacks.
Bloodbath: severely underwhelming. It looks neat on paper, but 25% of your attacks turns out to be such small numbers that the healing is almost irrelevant. We're talking like 30 health per attack even at higher levels. This is utterly irrelevant when tanking anything remotely difficult and could easily be doubled without becoming too strong. I'd take it even further and suggest increasing the healing to 100% but reducing the duration. As it is, this skill is a horrible HoT that matters so little that you forget to use it.
Overpower: skill is fine by itself, but the complete lack of TP management is a huge problem for the class when its main purpose - tanking groups of mobs - requires you to spend your entire TP pool in seconds. It's kind of retarded that the warrior, who is suppsoed to be the AoE tank, struggles to maintain sustained AoE threat while paladin, who is supposed to be the single-target tank, has spammable AoE aggro that uses a resource which they pretty much don't use on anything else and can be replenished easily throughout the fight. Bit of a mystery, really. Exactly what is the warrior's niche in the endgame when paladins have more than enough AoE enmity to tank groups of mobs? Flash doesn't even have a directional requirment.
Mercy Stroke: garbage skill. Insanely long cooldown and nearly impossible to get a finishing blow with. Straight up cannot be used in groups, and it's difficult to get the finishing blow even when soloing since it does like 150 damage. This skill is complete trash, it needs to be redesigned entirely so that you don't need to actually get the killing blow in order to receive the healing or so that it does 5x damage if the target is <10% HP so you can actually get the killing blow with it.
Defiance: you don't get Wrath when the damage from a Wrath-generating attack is absorbed, such as when hitting a target with Stoneskin. That's pretty weird and not in line with the tooltips. Also, there's a problem with the way most skills that spend Wrath aren't actually worth using because it's not worth giving up the +15% healing received from Wrath, so that should probably be inherent to Defiance instead of the Wrath buff.
Storm's Path: the healing is too little to matter. You get about a fifth of one hit from a mob, what's the point? Like with Bloodbath, the healing needs to be increased or there's no point using this skill, especially since there's a better attack (Storm's Eye) for the same slot in the rotation. It's crap when you get it and it only gets worse the further you move into the endgame. The only reason to ever use this is if you aren't level 50 yet and thus have no other option for a Maim combo.
Unchained: almost never worth using, like most of the other lose-all-Wrath skills. It should simply be a cooldown that ignores the Defiance penalty without losing your Wrath stacks. It would still be merely average that way.
Holmgang: just gets you raped by red circles. I guess it's a PvP skill.
Steel Cyclone: when am I ever sacrificing my Wrath stack for small amount of AoE damage? This skill is completely useless, your Wrath charges are worth way more than this. It doesn't even have increased enmity, so is pointless for tanking, yet isn't spammable so is also pointless for DPSing.
Vengeance: not really terrible, just very meh for a level 46 skill. Seems like it should have been a level 10 marauder skill.
The rest of the skills seem fine.