That's some amazingly thoughtful feedback. I had a lot of points I wanted to respond to, but haven't had time to sit down to do so. Much comes down to playstyle.
When thinking up a new character, the intention is more of what it's context of play will be and to design an effective build and less concern about min/max. The druid I want to play will fulfill the roles in order;
1: Healer; I've played an AoE healer before in other games, so know how it should work
2: Spell DPS; Bringing some DPS punch is great to have if you're not the only healing in a group
3: Durable; Tank would imply that I want to stand in the center of mobs, I'd rather not. Durable-yes, Tanking-meh
I'm not trying to solo all the content, some people want to prove they can do it all, I'm not that interested in that. The idea of switching between heal and dps as needed is very appealing, and nobody likes a dead healer so durability is important. I'm not interested in Tanking for this character, it's not her job.
Druids; Used to play PnP D&D back in 2nd Edition, so really not into the Shapechanger fluff. That being said, I will make use of the Water or Fire form which makes some sense as I'll be playing a pure caster. I wanted to focus mostly on one aspect, so wasn't planning on investing into wolf/bear.
Capstone; The only loss here is the +2 Wisdom as the rest either doesn't apply to my build or is too wonky for me to care about; Changing season perks & bonuses for Conjuration/Transmutation spells isn't much of a selling point.
In response to a few points;
Shortly after posting, I decided it was worth keeping 18 Druid/2 Cleric. Gave serious thought to splashing either Fighter or Wizard, but decided to keep the +10 PRR and Inflame Skill that comes from Cleric [2]. I like multi-classing when it makes sense to a character concept, but I don't multi just for min/max reasons. You'll not likely see me ever splash Monk.
Heavy Armor; Having taken Cleric levels, this freed up the Feat slot for Epic DR
Inflame; It's an Area of Affect Bonus, so everyone gets +4 to Attack, AC, and Damage
Spell Penetration; Used to be really important for casters. I'm coming back after time off, so thinking on this seems to have changed.
UMD; Not a skill I ever intend to use. Wish they never included it in the game as UMD (IMHO) does nothing but break down the barriers between classes making class choices less thoughtful and grouping less important. Just my opinion.
This is IMO one of the better build threads I've seen. Thumbs up community