I think Bioware Paladins have often frustrated me, ensuring they don't take an alignment hit is an absolute nuisance, as they lose powers if they do and in Icewind Dale 2, you'd often let them talk to NPCs as the high Charisma guy, yet talking to evil characters invariably leads o fights and often death. Oh dear.
Player moral choice wise, it's all far too binary. My dream is an RPG where you always have several moral routes (e.g. Save the girl, save the girl and attempt to romance her, save the girl for a price, do nothing, kill the girl) and each option has a weighted alignment shift so you can have a strong alignment or drastically change early, but as the game progresses it requires more effort to have a major moral impact. What the scale should represent is your reputation, not what you are, the PC will do whatever they like, so a murderous demon should be able to save a puppy, but they shouldn't expect the owner to thank them. Conversely you might be a saint until you rob a bank but people will not believe it of you. Perhaps it's too much to expect but it's the experience I'd love to have in a game...