It depends on what you want to do
Paladins have this thing about using diamond arrows that let them proc charms twice in a single dmg turn,
so Wound as a first choice is the most recommended route
Then, you'd have to ask yourself:
Do you want Damage?
do you want Fun?
If you choose DAMAGE, then you keep unlocking elemental charms, then crit/manaleech/lifeleech, and so on.
If you choose FUN, you go Cripple, Adrenaline Burst, Gut (questionable but viable), Low Blow, then anything else
If you're new on the paladin vocation and you wanna take it easy and have lots of fun, then choose FUN
If you're in for the grind and being the top DPS in any party, just choose DAMAGE-
Notes on the FUN charms:
-cripple can paralyze monsters immune to paralyze, so, let's say you bind the rune to a frazzlemaw or Silencer, if you proc the rune, the monster will practically stay still while you kill it.
-Adrenaline burst/cleanse might be useful in a certain scenario where you cast utito tempo san,
both can "cleanse" the auto-paralyze of the spell and even make you immune to it.
-Adrenaline burst could be a possible way to raise up party experience when used correctly: you as the paladin, are some sort of second "blocker#, so you box yourself close to the knight, get "hit" by the monsters, proc the rune, then run away at top speed to the next spot to lure everything for the EK and set the bombs for the mages.