I think a "holy strength" should be targeted, allowing you to help others, and scaled according to karma and skill, with 120skill+max karma giving +25.
I'm not certain I like the ability to summon a steed at most levels, it seems like something you should only get when you've put effort into the skill, like around 90 or so.
I do think they need a turn undead ability (not spell), it makes sense for them to have one and there were some notes about it(or a early when they added chivalry but they backed off on it as I recall. Perhaps they have a natural "undead repellent" ability that has some base chance for undead nearby to get a "fear" response, with a "dispel undead" spell that can target individual creatures based on karma and skill, scaled similarly to how barding works.
As for other new spells, I like the idea of all spell-based skills getting new spells at the higher end periodically. It adds complexity to the skill, and they could use the "recipe" method for people to gather the new spells (you have to do a quest or find the recipe to activate the new spell ability.)
I just don't want duplication of magery spells, I think they need to be unique to each skillset and should balance any "opposite" skills (i.e. necromancy.)
I think Paladins should get a "mastery" set of skills, where they can activate: slayer (for undead and daemon, as well as evil karma players); Holy-Avenger = triple damage against undead/daemon/evil player at the cost of no-heal/no-cure while effect is active; Protection from Evil: used with valor to gain extra hci/dci and damage reduction against raiding parties.
