If it's just a matter of information overload, then I don't deny it at all. In the introduction, I stated that the class was inspired by the original paladin. The implication was that it was primarily for those, like me, who want to try the class from a different perspective, tired of the original version. So, it's not for a D&D newbie. However, could I have included a disclaimer? 🤔 Yeah, I probably could. It certainly wouldn't hurt.
However, if you're implying that information overload means excessive power growth, then, with all due respect, you, colleague, are being disingenuous ;D
And I wouldn't base the rework on D&D 2024. I appreciate the effort people put in, but some decisions feel like "the hatred of ten thousand years of game design," as my friends and I say among ourselves. I'm old-fashioned, and I primarily reworked the vanilla D&D 5e paladin. (Although I could be criticized for inconsistency here: after all, with my willful recovery at level 5, I replaced the "knight's move" introduced by the 2024 designers.)
Comparing the features for the first three levels, we get:
Three abilities, two of which share a resource? Same.
5e: healing point pool; slots for spells or smites
homebrew: healing or smiting point pool; spell slots
Yes, I offer a choice of three healing options - but the player still only gets access to one (and must remember only that one), unless they later decide to change their character's alignment or personality and voluntarily reflect this through an ability change.
Smites = smites
Spells = spells
Fighting Style = Fighting Style (yep, I've just listed all official with some minor reworks. But they're still all from 5e (PHB, Xanatar, Tasha))
Battle maneuvers in homebrew? They’re listed as an option for tables playing under the 2024 rules.
Divine Health from 5e? My version doesn't even have it.