Yes I was trolling the ret pallies here, but I still have to love this from Ghostcrawler:
"Paladin (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Paladin mechanics
We're not talking about combo points here. But we keep running into problems with say Judgement, Divine Storm, Crusader Strike, and now (until recently) Exorcism and perhaps even Hammer of Wrath all being unrelated. You can use one per global cooldown leading to just a ton of damage without there being much an opponent can really do. There is no poison or disease to cleanse. There isn't a self buff someone can remove. They often don't even have time to respond because the attacks are coming right on top of each other. Yes the abilities all have cooldowns, but that's small consolation to someone who may be in triple digit health by the time you unload.
Furthermore, it's not like there is much skill involved to that rotation ("GC SEZ RETS R FACEROLLERZ"). You hit the buttons and damage happens.Sure you can come up with other situations where a player just hits their buttons and unloads a lot, but in a lot of cases they do have other considerations to deal with. Warriors have to watch Overpower opportunities. Enhancement shamans want to follow up Stormstrike with Nature damage. Frost mages want the Frost Nova (or whatever) before the Ice Lance.To some extent, Holy paladins even have the same issues. Simple does not have to mean boring. Having few buttons doesn't have to mean having few options."
There was also a GC comment a day or so ago about the conflag nerf hitting warlocks a little too hard, and destro still needing to be buffed (just without the burst that the original 3.1 conflag was putting out).