Stop apologising for WotC's bad design decisions.
The paladin is a melee class with a good quarter of his powers being ranged.
The paladin requires decent Constitution to fulfil his role but has to split his ability points between three other stats.
At every step of designing a paladin character, you have to make compromising choices which gimp the character. It requires you to be a jack-of-all-trades and master of none.
It is badly designed, period.
Actually, its 14 out of 80 powers that are ranged, or 17.5% of them. I didn't count the ones that were close burst, since they don't provoke OAs.
I've played a human paladin through 6 levels so far, and I have to say, I've found your assessments to be completely wrong. My stats are (the DM used 25 point buy):
Str 18 Dex 10 Con 12 Int 10 Wis 14 Cha 16
HP 57 AC 24 (22 w/o shield) Fort 20 Reflex 18 Will 19
Feats: Raven Queen's Blessing, WF: Longsword, Powerful Charge, Improved Initiative, Action Surge, Human Perseverance
Powers:
At Will: Valiant Strike +11 vs AC (+1 per surrounding enemy), d8+5 (this one is mandatory for a paladin- you basically don't miss using it)
Holy Strike +11 vs AC, d8+5
Bolstering Strike +10 vs AC, d8+5
Encounter: Fearsome Strike +10 vs AC, 2d8+5
Staggering Smite +11 vs AC, 2d8+5
Daily: On Pain of Death +7 vs Will, 3d8+4
Sign of Vulnerability +7 vs Will, 3d8+4 and vulnerable 5 radiant for rest of encounter
Utility: Sacred Circle
Wrath of the Gods (this one is AWESOME)
Dwarven Plate +1, +1 Longsword, +1 Amulet of Health, +1 Holy Symbol, Heavy Shield
Your main stats don't have to be 18s for you to be effective. My paladin soaks up a lot of damage even with the mediocre Con because his AC and defenses are high. Most of my encounter and daily powers are melee, with the exception of On Pain of Death and Sign of Vulnerability, and I use them pretty often. Provoking AOs isn't really a concern for me, because I can always shift out of melee, use the ranged power, and be right back in the thick of it again easily next round. Plus, I can use Divine Challenge on the guy I used the ranged power on, or a different target I will attack next round, increasing my "stickiness". Being the defender, I opted not to go for a two-handed weapon in preference of defense, but I still do good damage, and I hit very often.
Yes, there is more of an attribute spread than most of the other classes, but that doesn't mean the class is badly designed. I haven't found I've been gimped at all- if anything, the paladin seems a little too good in some aspects (hard to hit and decent damage dealer), and I have a good range of powers for a variety of situations. Plus, since we have a Warlord in the group, and I have Action Surge, I usually use my Daily powers with the action point, giving me an additional +5 to the attack roll! Weak or gimped? Hardly. This is the first time I've EVER enjoyed playing a paladin, because they are actually playable and well-designed now, rather than being the extreme one-trick ponies they used to be.