I'd just question "what happened with the Crusader's Smite?", but then again that's just an addition to maneuvers which do something better than smite and Steely Resolve/Furious Counterstrike which by itself is an extremely good tactic to use.

But still: it's an ability that can be used up to twice per day (since you gain one use per 12 levels!!!), but it has the benefit of allowing smiting just about anyone, plus you keep advancing Steely Resolve which is exactly what you'd like to progress as a full Crusader, and with Furious Counterstrike you're actually adding some damage to that Smite; stuff like Awesome Smite (which you can access through Stone Power if you like, but you'll certainly have Power Attack) might add a benefit to that type of Smite, AND you might add some Boosts to that Smite so it becomes an odd type of maneuver which can only be used once or twice per day.

Also, Improved Smiting. Sorta like Exalted Smite (adds a type of damage reduction to an alignment), but it also allows you to deal 1d6 points of damage with the smite. Should be purple if using a specific alignment smite because it adds stuff (punch DR and deals slightly more damage), but probably red for other kinds of smite because it actually limits your smite (and you can't multiply the extra damage acquired, unlike regular smite damage). You can find it at page 82 of Complete Divine.

Also, I would like you to add a specific entry detailing the pro's and con's of smiting, because one of its best perks (that the damage is multiplied on a critical hit) is mentioned almost as a footnote. Again, it's not the best way to increase the damage you can deal (since Power Attack does almost the same thing but without that much hassle, and multiplies far easier) but it still has a great form of "optimization" (essentially damage multipliers that affect all types of static damage, as smite is considered static damage).