Still, regarding your first reply:
It becomes slightly stronger if you use 3.5 mechanics instead, though, because that's two rounds of flight right there (instead of one), and as a swift action you can just use it and fly off. The issue balances out at 5th and becomes a non-issue at 7th, but then at 8th level you could migrate the same spell, add a minor benefit that makes it worthwhile (and different from Master Air, may I add), and still get a suitable benefit.
As an example: Flame of Faith is a bit so-so because Flaming Burst is great, but fire resistance exists everywhere. A Shocking (not Shocking Burst) equivalent could be a 2nd level spell, or maybe a Thundering-imbuing spell. That reinforces damage from Paladins a bit, if they are to compete with maneuver users and spellcasters (it IS a 3.PF thread, after all). Ways to turn spells into special options from attacks (a spell that imbues the Paladin with the ability to turn their first attack into a dazing attack against enemies to which s/he uses Smite Evil, for example) should be an option, and I simply mentioned spells that already exist so as to give the OP ideas.