Originally posted by: Velk
They don't need to be instant - see below.
My reason for liking instant heals is the ability to keep pace with the flag carrier. Priests and druids can heal (a limited amount) on the run keeping up with the flag carrier. A pally has one or two heals, then he's no longer in range of the carrier. This can really hamper his effectiveness.
Good point about the dispelling though, I think it's superior to a priest dispel in that it dispels more things.
Overall good points, I guess I haven't seen any good paladins, I also play my priest mostly as flag carrier support, and generally don't see opposite faction support characters. The paladin's I've seen on defense are generally not a huge help to their team. They are easy to outrun (fear once and they can't touch you). I've only come up against ONE who would dispel my SW

, and zero who would dispel my PW:S. I've also never seen a pally bubble anyone else, again though, bad pallys, a disease that seems to plague alliance. Since they have to stop to heal, they open quite a distance between you and them when you get them down to 20-50% and they have to heal themselves, and tehy have no way to catch up and no way to damage you from a distance either. I've just dinged 51, so in a few levels I'll check out the 50+ players. Hopefully they're more organized.
I guess priests and druids have the advantage that they can heal on the run, but pallys have the armor advantage that keeps them safer from melee types and hunters.