Night Fae Covenant
In the end, I turned my back on Holy Paladin theorycraft and joined the Night Fae Covenant. The abilities are mediocre, but the covenant itself is really enjoyable.
The initial quests were amazing! The Fae put on a play explaining the events of the last two expansions, complete with audience reactions. It was hilarious! If you've played through the last two expansions, especially if you're a steady player, you have to take a character through this Covenant.
Otherwise it's pretty much been steadily unlocking facets of the covenant. I like the new adventure table. It's much more of a real game with strategy. I think it's based off "auto-chess", which is a genre I really haven't looked into.
The Maw is okay. There are a couple of weekly quests, a couple of daily quests, and some rares and bosses. Not being able to mount is unusual, but you get used to it pretty fast.
The daily cap mechanic is interesting. Every major thing you do in the Maw (bosses, quests) increases the Jailor's Eye on you and adds more and more annoying mechanics. Level 1 makes some wandering monsters hostile. Level 2 periodically bombards your location, forcing you to move. Level 3 has assassins appear when you fight new mobs. Level 4 has Mawsworn swoop down and pick you up. I think you have to kill them before they drop you to your death. Level 5 is an auto-kill I think. I try to stay below Level 3, as I find the assassins very annoying.
It's a really interesting way of doing a soft cap on your activities (with a hard cap at Level 5).
The Maw is okay, I guess. It's not particularly interesting, but the game encourages you to limit your time inside the Maw, meaning that it doesn't become overly tiresome. It's pretty comfortable moving it down the list of priorities, but slowly working on the story.