You seem to be conceding the point here, that paladin action economy was made worse in a way to fight between their class features, spellcasting, and weapon mastery.
I am not conceding the point in the slightest. I am making the point that the 2014 paladin action economy was generally
too good and this had the effect of making any paladin build that could consistently use bonus actions to attack broken.
To put it simply in the 2014 rules paladins had no default way to use their bonus action. Literally none of their class features used it unlike e.g. fighters (second wind), barbarians (raging), rogues, monks, and rangers (hunter's mark). The only
subclass features paladins had in the core books that used their bonus action were the Oath of Vengeance channel divinity and two level 20 abilities from other subclasses.
This meant that the paladin's bonus action was free real estate. And anything that gave a simple spammable bonus action in combat was far more powerful on a paladin than on any other class because there was no competition for the bonus action; it was an always-spam not a choice. In addition to that the paladin, due to its level 11 bonus damage per attack didn't just gain more attacks from e.g. Polearm Master than anyone else, it gained more extra damage per attack than e.g. a fighter would.
Because the paladin had such a ridiculously clean action economy under 2014 rules builds that could reliably use their bonus actions, especially if they could use it to attack, (Polearm Master of course being the poster child here as it did both) were just better than builds that didn't. And when it's that clear a difference paladins didn't have build choice; they had an intelligence test to find the right build - which was not good for the variety of the game.
So yes the paladin action economy was made way worse because the 2014 paladin action economy was actually broken. And because it was made way worse a paladin with a sword and shield is now competitive with one with spear and shield rather than spear and shield being the One True Way.
As the OP said, weapon mastery was made without consideration to the classes, so WOTC had to make clunky and feels-bad a core feature of the paladin to accommodate the weapon changes.
And you are ignoring the point. Weapon mastery was
irrelevant to the changes in the paladin action economy. They took something broken (the paladin action economy) and brought it into line with everyone else. And yes broken things do feel good and when something was broken but no longer is it does feel worse. This doesn't mean that fixing broken things is a bad thing.
In response they nerf paladin Smite spells to make the paladin action economy bad,
The paladin action economy isn't
actually bad now. It's just not trivial.
and buff the Divine Favor level 1 spell so paladins are "buffed"
Buffing the Divine Favour spell because it was genuinely bad compared to just Divine Smiting and getting the damage upfront. It still takes four hits to break even with a simple divine smite, and that's normally at least two rounds of attacks as you can miss (with the buff meaning it didn't block you further). It wasn't to buff the paladin, it was to give the paladin options by buffing a genuinely bad spell.
Paladins were arguably the most powerful class in 2014 rules (it was them or wizards) and they gained two substantial buffs; weapon mastery and dropping Lay On Hands to a bonus action. They also took a
single nerf to something that was both broken and lead to unfortunately centralising weapon choices rather than a variety of competitive options.
But they had to nerf smite action economy for "balance", anyone who complains is clearly a dirty nova player. I just wanted to use my bonus action for stuff man.
Smite
is stuff.
In comparison to the 5e paladin, in 5.5 you are left with a "buffed" paladin class with a thematically weak core feature that conflicts with everything else to even use,
You are left with a buffed paladin class that has a core feature that conflicts with precisely two other mandatory features, all of which are on limited resources. You are also left with a buffed paladin class other than for certain specific choices, none of which should have been iconic and all remain viable (polearm master, charismadin, smite-nova).
and ivory-tower style options to pick with your system mastery. 3.5 style design re-invented, I hate it.
And being 3.5 style design re-invented is why the paladin
needed rebalancing. It now doesn't encourage system mastery or provide an oversized reward for tortuous build paths that rewarded unusual weapon choices and multiclassing. There were two paladin choices in 5.14 that were head and shoulders above all others and that wanted a little system mastery to find:
- Spear + Shield + Polearm Master; we've been into why (it's also got combos with duelist style of course giving it advantages over other polarms)
- Single level dip into Hexblade Warlock for
- Attacking with charisma that you also use for your aura and spells with basically no penalty (in the 2024 rules weapon feats don't add to charisma - which with the first stat breakpoint being at level 4 matters much more than it did)
- A short rest spell slot for Smite or Shield (you get the short rest spell slot in 2024 but no Shield)
- The Shield spell added to your spell list (you needed to multiclass to do this in 2014 but it's easy for any 2024 paladin)
- A short rest Hexblade's Curse that provides healing, damage, and crits
The 2014 Paladin was a "tortured multiclass and an odd weapon, win in character creation" class in a way the 2024 paladin isn't. Can you play a warlock-dipping charisma-attacking spear and shield paladin in 2024? Sure you can. It just isn't the bestest any more. Almost every paladin build that doesn't (a) use polearm master, (b) dip warlock to use charisma as your attack stat, or (c) blow all their spell slots on a smite nova and then rest after a single fight is better.
If I described a class with a weak central feature you were better off ignoring
Then you wouldn't be describing the 2024 Paladin. I'm not sure whether you're talking about spellcasting, lay on hands, or divine smite. But all work well.
trying to find value in other parts of the half-caster's kit, because the Bonus Action usage was so bloated
So ... you consider three very different options (Divine Smite, Lay on Hands, and Channel Divinity: Divine Sense) to be too bloated for you? Or are you also playing an Oath of Glory paladin and having an hour long buff that takes an action to use. Or are you playing a level 20 paladin? Seriously, I don't think that Divine sense ever competes with Lay on Hands or Divine Smite. So in combat it's a choice between spending a bonus action to smite and one to heal, each using a limited resource.
I have just listed literally all the PHB paladin abilities in the game that use bonus actions and that are given to the paladin by default. If you took e.g. spear and shield (because it was the bestest in 5.14) and Divine Favour (because it was buffed so is now competive) and other abilities that used your bonus action that is your build choice. The paladin has a decent number of bonus actions but you
can make build choices to bloat them.
And it's because of weapon mastery
So... what weapon mastery actually uses your bonus action?