What are you talking about? The new mechanic for the help action is: "Assist Ability Check. Choose one of your Skill Proficiencies and one ally who can see or hear you. You give Advantage to the next Ability Check that ally makes with the chosen Skill. This benefit expires if the ally doesn’t use it before the start of your next turn. To give this assistance, you must be near enough to the ally to assist verbally or physically when the ally makes the check. The DM has final say on whether your assistance is possible."
Two people are still more effective when they work together but now they need to work together instead of the second providing the moral support of their character effectively waving a cocktail while channeling ralph wiggum to say "I'm helping".
"Choose one of your Skill Proficiencies"
Meaning you have to choose something you are proficient in, if you are not proficient in Athletics, you can't assist. That doesn't mean you aren't able to physically assist, you can, but Athletics is not one of your Skill Proficiencies, so you cannot grant advantage.
It is a fundamental problem with skills. They can't start fixing it until they clean up the spinning knives like "I'm helping" as a reaction & "I cast guidance" spam. New tools like the revised help/guidance before we have changes elsewhere but the other way around would be harder to test given the number of missing pieces we have
Help action was never a formal reaction, but it was used that way and still will be even with these new rules. Because that had nothing to do with the rules of the game, and everything to do with how people play at the table.
And... yeah, they totally CAN fix the fundamental level of the skill system without first removing every ability to interact with it. Game design isn't like spinning knives or juggling, you can take out any part, and it makes FAR more sense to start at the fundamental level and change outward, because otherwise you are just doubling your work.
It is quite impressive when it can be done every round for an hour at level 1 & that quickly scales up to 8-24 hours. I don't point that out as some kind of outrage so much as to show how much the "muh rapiers" outrage is unreasonable As to the paladin it doesn't do anything right now because we don't have the packet with a new paladin yet.
Except we know that we are supposed to be using the older versions of the classes, and looking at how little the rogue and bard changed, there is little reason to think the paladin changed that fundamentally.
Additionally, I don't care if you do get to do it for 24 hours, it still isn't that impressive. Here, let me show you again. High level ranger, without a subclass, and the new feat, three attacks for a total of 2d8+4d6+dex x 3... compared to a high level fighter, no subclass, the GWM feat, 8d6+strx4+prof bonus + re-rolling 1's and 2's. Also, btw, able to be done for 24-hours, without spending a spell slot.
Also, why the heck are we trying to argue level 1 balance for a LEVEL 4 feat? This feat's design doesn't affect level 1 in any way shape or form, it is entirely unrelated.