Not to be used personally, but when the merc converts shit it does take a lot of pressure off of him.
I would remove healing from holy bolt, make an active prayer add a % damage to it similar to conc/hammer interaction. Give it a spread like teeth, but shorter range, giving healers an ability to clear or contribute to trash. Change it to hit everything, not just indead.
Balance prayer pulse to be around 5% of an average characters health per pulse, with perfect gear allotting to around 10%. The ability to wear both med and cleansing would then give 15-30% heal pulses.
Change foh to deal massive damage and massive healing but on a large cast delay. Essentially full healing every character you target it on, but with a 4-5 second cast delay, it wouldn't be as abuseable as current holy bolt. As for damage, dealing massive chunks of damage when healing isn't required is nice. And if it's possible, a decent rotation to weave it in on trash clearing with the spread of bolts it does.
Hammerdins have anways been really wonky. They require melee range to do damage to bosses effectively, their aoe is odd at best. I think doing something similar to how bo is a single skill would be good for their three damage auras. With say might being the base aura, the other auras simply being synergies to might, and having might affect hammer damage. This would give them an 80 point build, 100 if you add a synergy to hammers.
Onto survivability. In general paladins need some sort of survivability. They key ability that is unique is holy shield. If you adopted the above thought process, zeal and hammers would be base 80 point builds with no synergies. Throw holy shield as a synergy and it's a solid 100 point build. Make holy shield give a % life buff so they can compete with barbs and druids and make sure oskill holy shield doesn't exist.
As for auradins, the pierce their auras give should be superior to conviction but for a single element. The pulse should be relevant against white trash, but useless against named. And the primary damage should come from applying the damage from attacks to single target. This was a huge mistake in current 1.7 where the pulse damage is as strong as the auto damage. Either pulse will be too high or added damage will be too low.
Vengeance should just convert physical damage into all three elements, with might aura synergizing with conviction to give it an ed property. I do prefer the aoe vengeance, I always thought it was a nice touch.
On a completely seperate note. Please for the love of god keep items relevant. No need to have useless trash cluttering up the drops. Don't take brevans retarded approach of trying to add all these useless oskills, because what it ends up doing is being utterly useless(like current rendition) or utterly broken(think fire mastery on fire trappers, cold mastery on hurricane druids).
This doesn't mean you shouldn't have oskills. For example, auradins, zealers, eve dclaw sins all have problems clearing trash. Oskill multishot was something that could alleviate said problem, but it was always done wrong. You never shot out enough arrows because the oskill was always too low. Giving early, mid, and late game options for something like this is fine in my opinion.
What is a dumb option would be something like brevans golem set. One nice thing I can think of was the very early access to oskill teleport. This helps summoners immensely, but also any sort of caster who isn't a sorc. But it was done improperly by forcing you to use a staff. I would highly suggest looking into unoptimized early game items to oskill tele(think a set that doesn't give as much +skills as uniques, but doesn't limit weapon/shields). A midgame option that is a bit more optimized.(a piece of jewelry with decent stats, but again less +skills) A late game item that is solid optimization(same +skills as simimlar belts, less defensive stats be it health, mana, res, etc) And finally a 95 that is extremely well optimized, where as you make no concessions for wearing it, it's just good.
On a note about 95s. They're essential for mod longevity. We need things to work towards, to make playing the characters worthwhile. 95s were an excellent source of this. But again I will dictate that I would like to see skill gcs in the game.