For my Paladin (now level 54), I picked up mining and engineering. The mining supplies the raw materials to engineering. With engineering, you get grenades and bombs, which effectively becomes a ranged attack and an excellent pulling method. I still make iron grenades long after they have stopped giving me any XP just because it's easy to find the raw materials for them (by mining iron and heavy stone [from iron], and silk dropped from various mobs), they can be thrown a great distance (If I could really throw that good, I'd make a fortune playing baseball or (American) football.), they have a small blast radius (good for pulling a single mob), and they stun the those in the blast radius for a few seconds (when you can't avoid pulling 2 or more). There's also a lot to be said for shrinking your enemy with the Gnomish Shrink Ray .. when it works, dropping a targeting dummy into a bunch of mobs and having them start attacking it, and turning them into a leper gnome. The downside of engineering is it is a money sink. You can make decent guns and scopes to sell (which is ironic since paladins can't use them) and a couple forms of EZ thro dynamite, but all the really cool stuff is only usuable by other engineers. The other engineers are going to want to make those items themselves so they can level. The very high end stuff is also of the sort you really don't need two of, so getting to 300 is a challenge.
Mining is a good profession as I always seem to have more ore mined than I can use. Selling the ore and bars is a money maker and always pure profit. It only costs your time spent mining.
As of the 1.7 patch, paladins do get the Hammer of Wrath at level 44 (with a couple upgrades at higher levels), which is a magical hammer they can conjur and throw (quite a long ways), but only when the target is at or below 20% health. This is a "sort of" ranged attack because it can't be used for pulling. Bascially, this keeps the paladin from having to chase down an almost-dead mob where everyone else would just shoot them (hunters, rogues, warriors) or blast them with a spell (casters). (Seal of Justice does root them in place for a while too, but because of the cooldown period is usually only good for one or two mobs in a multiple mob combat.)
Pally/pally combos have worked well for me. Just remember to use different auras and buffs on each other and the other party members (which sounds simple, but if you don't play with other paladins a lot, you forget). Also agree on who is doing what seals against single mobs (lest you have the same seal cast twice or more - which wastes a seal) and space out your Hammer of Justice (stuns) so they aren't overlapped. Three pallys doing Hammer of Justice in a series can keep a mob from doing anything for 12-18 seconds depending on the pallys levels. That's long enough to put away many a mob.
When grouping, three pallys and warlock and a mage are incredibly deadly as are two pallys, warlock, mage, and priest. Let the pallys get the initial aggro (or have a caster pull and set up a gauntlet of pallys in front of him to refocus the aggro). With the DPS (from the casters, really), and the armor rating, protection/aggro focusing spells, and healing of multiple pallys (and the priest if there is one), it's a group that's darn hard to kill and can stand up to a lot of abuse.
My complaint with pallys is every pally's complaint with them as far as I can tell, which is DPS output. I can and have soloed single elite mobs that are one to two levels above me a number of times. I can heal, stun, use seals (which do different amounts of damage or other additive damage), drink potions, heal some more, stun some more, use bandages, etc, all of which lets me handle a great deal of damage over a long time. This is a good thing since it takes forever for me to put out a sizeable amount of damage. I can solo these guys alright, but it might take five minutes a mob. A typical rogue at the same level will put out two to three times (or more) the DPS of a typical paladin. (A rogue/pally combo works well, though. Let the rogue sap/pull a mob, have the pally step in front and get the aggro, and then both unload before the sapped mob joins in. Reasonable watchfullness from the pally to deliver heals to the rogue when aggro doesn't transfer [at least not fast enough]) can keep a rogue doing top damage for a long time. You can get to feel like a nursemaid if this happens too often. This feeling is guaranteed if the rogue is a level or two above the paladin.)
That said, two paladins, especially if they are at a similar levels and dmg output, can be effective against single mobs. The mob spends a lot of time refocusing his/her aggro in this case instead of actually doing damage. I've had mobs spin back and forth doing one hit each time while getting simultaneously smacked by both paladins. With multiple mobs, this is no longer the case, but paladins can usually hold out long enough to win the battle.