No. 12 features that can be added to the base stat block.
Okay, just to keep the lines of communication clear. The post I was responding to, where I said it was too much, that then kicked off this, was specifically talking about making unique statblocks to cover these concepts.
I understand that you are talking about features, but they were talking about statblocks, and I do not want to confuse those two discussions.
How many parts do you think would be enough?
If we took the most popular 12 or so?
I honestly think the idea of making Wildshape a "build your own statblock" with these features is a bit of a non-starter. Firstly, you are going to have some of these level gated, you aren't going to allow elemental resistance and poisonous at level 1. Since you have level gated them, now you have to make sure you have enough options to have choices at those levels. People don't like "you get 5 choices at level 1 but you get only 1 choice at level 11" because it feels like they were cheated out of choices.
Additionally, you have already put forth that you want them combinable. This means you not only have to balance them against each other to make sure you aren't falling into the Battlemaster trap, but then you have to balance them as combos too. And at that point, the entire design becomes what I saw posted earlier.
Lv X -> Get these features
Lv Y -> Get those features, or combine two features
Lv Z -> Get these over here, or combine two features
Moon Lv X -> Get more
Moon Lv Y -> Combine More
Moon Lv Z -> Get and combine more
Which... is frankly kind of boring design, and it will take so much energy and create so much complexity, when the current design is leaning towards simplicity.
I understand the intent of giving all these special abilities that people will want... but I think in practice it makes the class feature far, far too complex. Because you will never be able to narrow it down to something like six options, it is going to be far too many spinning dials.