Here is a list of things that I think would make the Druid class better. Don't get me wrong, it's a viable class, but it needs a few tweaks to make it Awesome.
1) Druids need more spells. Specifically, they would be much better with more mass buffs, such as Mass Protection from Elements, and Mass Deathward, along with Mass Cure Light/Moderate Wounds. This will make them much more prized in raids, since the vigor/regeneration spells are not very good for dealing with sudden spikes of damage to multiple party members. Also, they need some more acid, negative energy, and sonic spells. Druids have spellpower enhancements for these energy types, but no spells to go with them.
2) Wolf Form needs some defensive attributes. When I look at wolf and bear forms, I can't help but think that bear form was created to take aggro while pets and/or party members attack without taking too much damage, while wolf form was created to do the opposite. This is nice in theory, but in my experience with wolf form it's a bit squishy. It could be improved with some dodge bonuses and/or some increased reflex saves, to make it more competitive with bear form.
3) Abilities that use Bluff should be changed to use Diplomacy instead. Bluff is not a druid class skill, so Baiting Bite isn't going to be very effective, or at least not as effective as Maul, it's bear form rival.
4) More non-metal medium armor is needed in the lootgen tables. I see alot of nice leather armor in loot tables, but.... that doesn't give me the PRR or AC that medium armor would give. It's a bit difficult to find non-metal named medium armor. Also, anyone who makes a warforged druid is pretty much screwed, since they can only use the Composite Plating armor feat, which I believe is the warforged equivalent of cloth armor. Ouch. I think they need some new armor feats.
5) Druids need some spell penetration enhancements. The druid spell list has 3 spells that are affected by spell resistance: Howl of Terror (which happens to be a wolf form spell! See point #2), Faerie Fire and Finger of Death. However, a spell that can't affect the target is pretty much the same as not having the spell. (Note: While the druid's charm spells are technically affected by spell restistance, I have yet to see a beast, magical beast for vermin that has spell resistance.)
6) Some of the enhancement costs should be readjusted, prefferably in a downward direction. It seems like every enhancement line goes on a 1/2/3/4 AP progression. Lots of good stuff, but everything is so expensive, so it's hard to specialize. Also, an extra 15 spellpower on each spellpower enhancement line would be nice. Why should players pay more AP for less of an effect?
7) Elemental form caster level penalties are very restrictive. I can understand why fire elemental form has a -3 caster level penalty to cold spells, but does it have to do the same with air and earth spells? Well, not that we have many of them.
8) Some druid spells do not enhancement lines that apply to them. Specifically, the physical damage spells and Word of Balance. These spells aren't affected by any caster level penalties or increased caster level due to forms or enhancements, which is a significant advantage for druid who wants to focus on casting. Furthermore, most of these spells are rather weak, and they need a boost more than the other elemental spells do.
9) How about a Dryad form? Just for the lulz, I'd like to a big, hulking half-orc druid turn into a slender, scantily-clad tree spirit.