I am wary of too many abilities that specifically target evil because the usefulness of these powers is very campaign dependent.
In some games, pretty much everything the PCs fight or confront is properly "evil" -- in the alignment sense. In other games, true "evil" is special, unusual, and typically a major threat. A real "anti-evil" power makes sense for a paladin in both of those games, but an ability that is balanced in one is unlikely to be balanced in the other.
If Paladins do get specific anti-evil powers, the rules should state the campaign assumptions under which those powers are granted so DMs can make the necessary adjustments.
-KS