AWOL.
Charging Smite does not work that way. According to the Paladin Handbook:
Charging Smite (Su)(PHB II): If along a charge attack you also smite evil, you deal an extra 2 damage per paladin level (that's 3 points per paladin bonus with the normal damage boost from smite evil). The important part is that if you miss on your charge attack, your smite ability is not considered used. Replaces Special Mount.
Another ACF for those who do not want a mount is:
Divine Spirit (Dungeonscape): You can call a spirit that helps you and your companions. It cannot be attacked except by dispel magic, banishment and dismissal as a summoned creature using your paladin level as caster level. It stays around for rounds equal to your paladin level. Replaces Special Mount.
Spirit of Healing: This spirit can heal an amount of hit points equal to twice the amount you heal with your lay on hands ability. Moreover, it doesn't require an action on your part, as for someone to heal, he must end or begin his round on the spirit's square and use a standard action to activate it.
Spirit of Combat: +1 sacred bonus on attacks and damage per four paladin levels to all allies that are adjacent or occupy the same square as this spirit. Also weapons are threated good-aligned for overcoming damage reduction.
Spirit of Heroism: Great tanking spirit. You gain DR 10/-, the benefit of the diehard feat and you can use your lay on hands as a free action 1/round.
Spirit of the Fallen: Fast healing 10 to all adjacent allies and 1/round revive a character between 0 and -9 hit points who is inside a 30ft range. Damage healed equal twice your paladin level.
Crusader is a great class, but if the DM thinks a Paladin/Kensai might be broken, there's no telling what he'd do to a Crusader. (Clerics would probably not be subjugated to this because they are in the PHB, and therefore balanced, unlike splatbook classes.)