Well, I got my first burning itch to provide negative feedback.
Detect Evil has always been a disaster for mysteries or cloak and dagger adventures. Either it completely disrupts the solving of that mystery or figuring out any clues, or the DM cloaks everyone in alignment masking spells making the ability useless. It also prevents paladins from being tempted by evil, which is a staple of the genre.
Turn Undead is also something that makes no sense. Paladins don`t hold evil at bay for other party members to attack. That`s what the cleric does. Paladins charge forward with an aura of divine glory and chop the undead demon`s head clean off! The paladin is a holy warrior. If he also wants to be a cleric (because he is the abbot of his chapter house or something) that`s what multi-classing and dual-classing is for.
Horses are another area of concern, but as long as they are an option for campaigns where wilderness exploration and open-air battle is the norm instead of city or dungeon crawling, then my concerns would vanish.
So your Cloak and Dagger type games were very black and white where "evil alignment" is the extent of those games?
Detect Evil was not "Detect Villain" because there were lots of evil people around but you didn't know who they were.
As a DM you are supposed to take these things into account as you go along. Plan on having Cloak and Dagger while a Paladin is around, then use things like Undetectable Alignment or Rings of Mind Shielding. If you knew the Paladin had the Detect Evil ability right off the bat then why did you make the cloak and dagger types of campaigns so obvious. The bad guys are the evil aligned guys.
Good DMing is all about adjusting your encounters to better challenge the PC's. If you have a PC that flies a lot then employ monsters that can fly or have ranged abilities.