Random thoughts on cards I didn't mention:
Paladin Secrets By themselves, they aren't terrible. The problem is paladins don't have a ton of cycle, so they are really weak. A 1 mana spell typically is either removal (like a rockbiter for shaman) or a tempo play. The problem with secrets, obv, is they are a tempo loss as well. (You don't gain any advantage until the NEXT turn, if even then). plus, in a hunter/mage heavy meta, you actually run into kezans into constructed which is a huge swing (not in your favor
) if i tried a cancer deck with scientists, avenge could be worthwhile. In a control deck, months ago I toyed with 1 redemption, given you have a lot of good redemption targets. (Esp if you're taunt heavy) The only problem is redemption works at odds with little bros, and if you're playing a class that can pluck them off, you can either not hero power (bad) or lose all value from a card (it becomes an overpriced wisp!) Noble sacrifice is bad because it doesn't trade evenly; it CAN take out a 2 drop, but a lot of times it absorbs a weapon charge (bad), or just saves a tiny bit of damage and inflicts splash damage on a 1 or 2 drop (like chow or mech warper) eye for an eye is one of the worst cards in the game, and repentance is a late game card for 1 mana and only good vs control. (It's actually a misunderstood secret and actually not that bad, but only in a very heavy meta)
All the cheapo buff cards: The cancer paladin decks play them, in a midrange+ they dont do enough for a card. Hand of protection is not as good as argent, which is too situational in constructed anyway.
All the cheapo heal cards: Holy light/seal of light both synergize with pyro, if you're going that route, and there are healdin shells which aren't that bad. But both cards are weak, and if you're looking for more heals typically a GoK is better than Holy Light, as it's a 5/6 body combined with the heal (the do 2 things for 1 cards are almost unanimously better than the do 1 thing for 1 card). GoK isn't as good as healbot though.
Sword of Justice: It's a massive tempo loss card. It seems great: 5/5 of stats for 3 mana. But it's slow, loses horribly to a weapon removal, and isn't really good removal on its own. (Along the same vein, should've mentioned Light's Justice. I love it in arena, but muster is a million times better, since you get 3 little bros for the cost of 2 mana. It actually would be maybe playable in the right meta for early removal vs hunter or w/e but given muster is a card it's just outclassed)
Scarlet Purifier: Man, I was so hyped when this card came out. I thought it would be the greatest counter to the heavy deathrattle decks (thanks to Undertaker). But... 1. UT got nerfed hard, so those decks/that archetype just doesn't exist anymore (if it does, it's significantly weaker) and 2. 2 damage to deathrattle stuff isn't actually that good. A lot of the common deathrattles have more health than that - shredders have 3, belchers have 5, chows have 3, creepers still leave behind the 1/1s, harvest golems have 3, yetis have 5, slyvanas has 5. A 4/3 body is completely different (and worse) vs a 3/4 body, as well. This card just dies to the leftover 1/1 plus abusive (vs zoo, for example), trades down to the jugglers of the world, and 4 attack isn't needed when you haev truesilvers (and a lot of stuff played after, like your 3 play into turn 4, is a shreder which only has 3 health anyway)
If bliz pumps out more deathrattle which has 2 health this card could be redeemed and played, but as of now, it is not playable.
Holy Wrath: Too expensive, even in a total right shifted curve it's an inconsistent RNG card. Hammers are rarely played, and this card typically is a bit worse (and reveals some minor information to your opponent!) I've seen a video of Kripp playing a Holy Wrath paladin deck, but here's the cold hard truth: Kripp is not good at constructed. His decks typically range from interesting but mediocre to completely awful. The last time I followed a template of his I thought was cool, it led to a major losing streak.
The niche 5s: Bolvar is a silence target and too situational (having to hold it) PLUS doesn't do anything immediately. It's not a taunt so doesn't help vs aggro, it's not even a corruptor if you're plying a dragon deck to utilize removal, it's not like loatheb/greeny/harrison which provide immediate value, it's not a drake or kodo which draw a card or removes something, etc etc. The consort has a home in a dragon paladin deck but dragon paladin just isn't a thing. Cobolt Guardian isn't playable in a mech deck, isn't playable even if it was 4 mana. Such is life as a Hemet Nesingwary 6/3!
GoK, I mentioned just isn't that good. It's overcosted is the problem. If youre trying to stabilize vs aggro, typically taunts work better than the life gain. A 5/6 for 7 is slow vs control (or midrange) decks. It's not that bad though, and given it's a basic card, if you dont have more attractive options he's a fine late-ish card to add. (On asia, where I don't have most of the cards, I use 2 of them as most of my late game)