I would imagine Smir quit for the same reason I did, because this game's pvp sucks. Sure good players can succeed, but when you lose to inferior players solely because of their comp or crits or gear and whatnot it's incredibly frustrating.
Major Glyphs: Flash of Light Salvation Beacon of Light Holy Shock Hammer of Justice Seal of Light/Wisdom Seal of Light Turn Evil
The typical glyphs for a holy paladin are Holy Shock, Seal of Wisdom and Salvation. Minor Glyphs: Blessing of Kings Wise Blessing of Wisdom Sense Undead
Blessing of Kings is the only useful minor glyph for holy (It makes Kings costs less mana than dispel magic or purge), the other two hardly matter at all.
Gems: Holy paladin gemming can depend a lot on what comp you play and personal preference, a rushdown team like TSG or PHD probably wants a lot of int gems so they can bomb holy lights for as long as possible, while a double healer or 2v2 paladin might want lots of MP5 gems to increase their longevity. The “normal” gemming is Spellpower, Spellpower/Haste and Spellpower/Mp5 Red: Runed (Spellpower) Yellow: (Spellpower/Crit), (Spellpower/Int), (Spellpower/Haste), (Int) Blue: Royal (Spellpower/Mp5)
Professions: Engineering, Jewelcrafting, Blacksmithing, Alchemy. Jewelcrafting and Blacksmithing give raw stat gains (JC has a slight edge over BS here) while alchemy gives you a comparable stat gain and a healing potion at the cost of being able to choose which stats to increase. Engineering trades a small stat increase for a powerful glove enchant. My suggestion would be Alchemy/Engineering.
I run this comp around 2200~, RMP isn't very hard. Train the mage, put freedom on the target they are focusing. Save your stun for the iceblock, and use it on the priest. When he trinkets it, blind to a vanish sap. Mage dies while the priest sits there.