Maybe hate is too strong a word. But I find Warsong Gulch to be a demoralizing affair. More than any other battleground, it seems designed to expose the paladin's weaknesses. Unfortunately, ever since the introduction of multiple queues, it is the most played battleground on Bronzebeard.
WSG is all about mobility. And the paladin has no speed to outrun or catch people, and no snares to slow them down, and no ranged weapons to hurt them at a distance. Seeing a tauren druid or shaman drop down, grab the flag, warstomp, and shift to travel form and run away while you are stunned is soul-destroying. Paladins really have only one snare, Hammer of Justice, which we can use once a minute. A second pally snare, Repentance, is a 31-point Retribution talent which does not work on animal forms. This is terribly unfortunate given that animal travel forms (druid and shaman) are the preferred Horde flag carriers.
Paladins on offense is equally hard. Since you have no speed, you cannot keep up with the flag carrier. If you start a heal, given that it is 2.5s long, odds are the person you are healing will be out of range before the heal finishes. If you are the flag carrier, you're so slow that you are easily caught. You can't move while healing, meaning you have to stay still for 2.5s to get a decent heal off. Finally, you can't use your bubbles or you drop the flag.
There's no real role for paladins in WSG that I can see. The best paladin role, that of battlefield healer, doesn't work as well when the point of battle moves faster than your heal. It works in Arathi Basin, as the points of battle are fixed and so people are almost always within range of a heal.
I switched enchants on my [Mirah's Song] from Fiery (chance of +40 fire damage) to Icy (chance of slowing) in order to shore up this weakness. So far, I'm not too sure if it's working. It doesn't seem to be proccing all that much. I'll play a few more games to see if it is an effective strategy.