Gnome over halfling - for the Con bonus. You still get the small size for when not Wildshaped.
Planar Shepherd is broken enough strong enough to replace normal Druid levels, if it's available. Otherwise? Pure Druid.
You want ranks in Listen, Spot, and Handle Animal. Ride is also recommended. Other skills, such as Heal, Survival, Knoweledge(Nature), Spellcraft, and Diplomacy are useful but not required (unless you're going to go Epic, in which case you want Spellcraft and Knoweledge(Nature) maxed out).
A 1 level dip into Monk for Wisdom to AC is useful, but it's usually better to find a way to get a Monk's Belt on you, as it gives you most the benefits you're after without losing your Druid progression or locking you into a single alignment. Likewise, a 1 level dip into Barbarian for Rage is useful if you're going for a grappling build, but potions of Rage (or just the spell from a friendly Bard, Sorcerer, or Wizard) are half as good, don't come with alignment restrictions, and don't fatigue you.
You will want Natural Spell at 6th, just because it's very, very good.
You want to Summon?
Spell Focus (Conjouration) and Augment Summoning. You spontaneously convert spells to Summon Nature's Ally. Play an elf for the Longbow proficiency, and stand in the back pelting arrows once you're done summoning for the battle. The archery tree of course comes in handy at this point (Point Blank Shot, Precise Shot, and so on). Or you can not play an elf, and just do that type of stuff with Produce Flame.
You already said you didn't want to blast - but a Druid has some of the better Zappy spells in the game.
You want to grapple?
Wildshape into something Large or larger and strong, and take Improved Grapple (required feat: Improved Unarmed Strike), or just Wildshape into something with Improved Grab. You don't need to worry about your strength (you get that from Wild Shape). At lower levels, get a grapple-capable mount, and grapple secondhand by way of Handle Animal (the Camel has the best grapple check, but a negligible attack bonus to start it off, and little AC for when it provokes; it won't succeed very often).
Depending on how your DM rules Natural Bond and advanced animal companions, you may want to pick up the feat - because it will let an advanced animal companion out-fight a fighter (with a few buffs that you can cast yourself and some leather barding - plus a bit of training, and you there to direct it intelligently). It's not Core, though, so it may not be available, at least not for a while.
The Mounted Combat feat is very useful if you plan to use your companion as a mount - mostly so you can roll your mount's AC as needed.
I'm rambling, aren't I? Oh well.
Crafting feats are as good for a Druid as they are for a Cleric or Wizard - but do coordinate with any other spellcasters in the party; you don't want to duplicate crafting feats due to the collaberation rules.
You can be permanently flying earliers - by way of riding a Dire Bat. If you play a small character, you can even do so in medium dungeons - by way of Reduce Animal on your Dire Bat to make it medium (the Dire Bat is also the highest Armor Class Animal Companion).
You'll want one of the Dire animal companions basically as soon as feasable, for the good Will save.