As has been with nearly all changes made to the server, those spells and abilities are as they are in the books in 3.5 for paladins. As someone who 'has' played paladin a fair amount, I can tell you in some ways they're amazingly powerful, but they make up for that in some truly staggering weaknesses.
They are unable to multiclass, unless into a PRC, which is no sure thing and should not be ever counted upon. As such, they are all but unable to detect. On a server where stealth and detection is 'the' single most important meta, this is a crippling weakness that no other class suffers from quite as severely.
They are powerful, but to use that power? That is a crucial thing to consider. A paladin who uses their abilities without restraint in any situation will fall for it. This is all but guaranteed. Reckless use of power will see it removed and getting it back is nearly impossible, without many months of work.
Limited spell slots means some rather crucial balancing issues. Due to no stat items, a huge core stat split, a paladin can generally expect to have 3 of each spell slot at lvl 20. They don't even get a second lvl 3 slot until lvl 17, and a second level 4 slot until 19. This generally mean more than a year of invested effort, even without enchanting gear. So, before that, they get a single spell for greater magic weapon - hardly a game changer by any stretch. Until 17 level, a paladin at best lightens the spell load of a friendly caster. They can also become a fantastic utility caster by such spells as bless weapon, or sacred haven. Again, however, they must make strong self sacrifices to do so.
This is without getting into what a paladin is like without buffs. Without their buffs active, unable to detect, a paladin is in serious trouble if they are caught unawares. If they have a code of honor where they cannot flee, even from an ambush? Then they die for it.
The code that a paladin must adhere to, let alone lawful good, can be extremely punishing, resulting in the outright death of the character if they are caught in their decisions. No other character class suffers from anything remotely like this. So, mechanically - they've got some great stuff. Is it better than some of the other abilities out there that classes get? Monk spell resistance, druid poison immunity, barbarian rage? Yes, and no. Like most things, its situational. Can't have all the eggs in one basket on one character. Paladins have some great strengths - but there are weaknesses you can't overlook.
EDIT: I should mention. I in no way think paladins should be given detection to overcome their most glaring weakness. They -must- have a critical one for how strong they are. They can take a PRC to overcome that weakness, at costs in other places. And as Arawn just said, marking a paladin as fallen is a crippling thing. No fighter rebuilt, no feat changes - you can't use a single paladin ability and none of your extraordinary abilities work. Its pretty harsh, and rightly so.