Despite Paladins not quite getting the loving, there have been some great Paladin feats and spells over the years. Divine feats often say "me! me! me!" to the Paladin - I'm very fond of Divine Might, for obvious reasons.
In CC, we get...
Feats:
Awesome Smite (tactical) - smite + power attack ignores DR up to Cha bonus; smite +power attack can also trip; smite + power attack ignores miss chance
Battle Blessing (general) - swift casting for paladin spells
Good Devotion (domain) - 1/day for 1 minute you and allies within 30' ignore DR */evil and gain DR */good; each turn attempt you spends allows extra use/day. (Awesome!)
Law Devotion (domain) - 1/day for 1 minute, gain +3 (+5, +7) sacred bonus to attack or AC; spend three turns for extra use.
Swift Call (general) - swift summoning of mount
War Devotion (domain) - 1/day, for 1 round, fight better defensively; from -3 attack & +3 AC to -1 attack and +5 AC; turn attempt for extra use. (Weakest of the lot)
Spells
2nd - Conduit of Life - next time you turn or lay on hands, you heal 2d10+caster level hp.
2nd - Touch of Restoration - for 1 minutes, can heal ability damage with lay on hands (up to your level)
Most of the others are lacklustre, I'm afraid. The paladin's wimpy caster level really hurts it.
Cheers!