There's some misinformation or dated information in this thread. Off the top of my head:
1a) Zealotry is not gone, it's not even folded into GoAK. It's in there, under a different name, as a talent called Holy Avenger, which is essentially the same as Zealotry except it does not require 3 holy power to activate, and the 3 holy power from abilities triggers from any ability that generates holy power (which in MoP is Judgement, Hammer of Wrath, and Crusader Strike). Of course, you have to give up Divine Purpose proc to get it, but that was reduced from the cata version anyway.
1b) GoAK is a 5 minute cooldown as ret (see 1a)
2. Sacred Shield does not require holy power, it costs mana, it's essentially the same as the old sacred shield of WOTLK days.
3. Sure, cleanse has 8 sec cd, sure, that will hurt you, but cleanse removes *all* disease and poison effects from you, so sure, it only removes 1 snare, and you could have multiple, but at lest it'll be more powerful when it is used that one time.
Anyway, mobility should be fine, I think you all underestimate the effect of being able to apply a 50% snare. You will still have HoF, and you can even use a 5-minute cooldown to refresh the cooldowns on it, hand of sacrifice and protection. Sure, you'd have to miss out on repentance for the ranged snare, but it's a ranged snare that's on a fairly low cooldown.
Repentance has a cast-time now anyway. So if you chose it, you'd have to stand there casting it, which would be very bad for ret. So essentially it's between choosing to have a ranged, lower cooldown stun instead of HoJ, or a snare. Admitedly that's still quite a big ask, and some snare-heavy teams may well choose to go for fist of justice instead of burden of guilt.
Healing in theory should be reasonably okay, selfless healer might be a bit of a mana drain as I don't believe it reduces the mana cost of heals cast, holy power comes fast too so WoG could be an option in a pinch, even if it might be weaker than todays WoG. There's even the option of a DoT damage-reducer which could help against some DoT-heavy teams, although why it's only 70% and not higher given its short duration and the situational-ness of it puzzles me.
If there are any real concerns, it should be about paladins control ability, or lack there-of. We may be getting an AoE-CC, however it's on a 3 minute cooldown, and while that would still be potent and good in RBG, it does make it of relatively limited use in small-scale PvP. If you choose the ranged snare, you will end up having just your old HoJ other than that, which is quite limited. All this gears up to us being a fantastic support class, and useful in rated battlegrounds as a utility damage-dealer, yet perhaps not that wonderful in the smaller scale, and the lack of control could really hurt is in 3v3 Arena.
Edited by Langlam on 27/03/2012 15:37 BST