Q u o t e: I patiently explained to you R-tards that 10 mana and a split second move speed was balanced by the Paladin being a slowass. I don't know why you are arguing.
While many of the things you've said are true you don't seem have all the information, despite me posting it in this very thread. This is similar to how I feel about most Christians, after a while talking to them they break down and just keep repeating what little information has been shoved into their head (poor brainwashed souls).
Maybe your brain will mange to process it this time around:
1. It isn't just 10 mana per holy or the fact that holy will always hit the target when coil wont, it's that holy light is a much more useful spell in team games, being able to heal 3 races whereas coil can only heal 1. You do point out that coil is able to do damage to more creeps and the 3 races however it is half as effective as the healing side. I did point out that while coil makes a more useful nuke it's usually foolish to use it as such before you have other nukes. If they give footmen a stat buff and nerf AM you will see pally first pick much more often just for this spell.
2. For some reason you have also ignored that the paladin's superior preservation ability costs 25 mana less. Making the total mana less for using abilities 35 on the paladin, not 10. It should be obvious why divine shield is superior; it temporarily destroys focus fire, allows the use of harassment where normally you couldn't, guarantees the enemy will take damage, allows your healer to be on the front line with no threat to it, blocks incoming spells and item effects while allowing the use of items, the list goes on... Not to mention death pact requires you to kill your own unit costing much more then boots unless you always have a skelly ready (and sometimes skellys don't cut it). So death pact is really just a hp potion that costs as much as they unit you use it on (it can however be used as a slight hp boost for when you need to kill a wounded unit).
3. Armor is better for the human army which traditionally has high-armor, medium hp units. If you play human how it was meant to be played you will see that while the WHOLE army is slow, it is very strong when pushing into a base. You have knights/footmen which are excellent at absorbing dmg from towers and other ranged defenses; rifle-men with low range/dmg but who have good hp so that they can live long enough to tire out the enemy in his own base; priests who can provide more armor/health so that you can last longer in the siege; sorceress who slow the enemy so your army can keep up, and who can aid in base sieges by making a unit invisible so it can spot for mortar teams, or teams themselves so they can destroy a base from within, it can also be used to preserve a unit in a siege; with spell breakers and priests the trapped enemy cannot use magic to break the siege; flying machines can be used as highly mobile building destroyers allowing you to take out key enemy structures while creeping or defending your base; I don't really need to explain why motar teams and siege engines are good for sieges... they do siege damage and tear buildings apart also able to fight ranged/air defending the base so that even a well defended base cannot compare to human siege units; dragonhawk riders can prevent defensive towers from attacking during a siege; gryphons are probably the least useful but can still demolish some towers with their amazing damage and because of their hp/flying status and human preservation abilities they last an insanely long time if your enemy has little flying aa.
4. I don't understand how you can say "no1 gets base defenses", any building can be used as a defense if you position it correctly. If your base isn't very defensible you're doing something wrong. And if you get creep-jacked as human... you haven't done enough scouting, l2usefarms.
There is something because otherwise there would be nothing, that should answer all your silly "why do we exist?" questions.