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The reason is balance - the paladin makes an excellent off tank, doing better and better damage as the game progresses and her passive auras that work across the whole party are very powerfull, especially the accuracy one. It turns a lot of misses into grazes, grazes into hits and hits the into crits which adds up to an aweful lot of additional damage output although you really don't notice it like you notice the effects of Hirvalis's spells. I think a lot of peplpe miss this fact about paladins becasue there's nothing in the combat stats window that tells you how much additinal damage this aura is responsible for during battle.
The other reason is that I had recruited Grieving Mother (the Cipher) and I found that a mage, a druid, a priest and a cipher was overkill as far as spells are concened - I had so many casting options available I couldn't possibly use them all in combat. I found it better, easier to manage the battlefield, with some additional straight forward sword play skills on the front line.
Paladins are very strong. One of their auras gives the front line fighters extra damage resistence which is huge when someone is getting beat on. The closer to the Paladin... the less healing spells you'll need to keep the party alive. Plus later in the game they can resurect characters who lose all their endurance.