Now we have a (mostly) positive class!
Likes: Summon spells often more powerful than those of a wizard or cleric. Summoning a more powerful animal is usually superior to summoning a weaker fiendish or celestial version. Summon spells are rarely based on alignment. Summoned unicorns are great. Animal Growth synergizes very well with summons and the animal companion. Spontaneous summoning is a wonderful feature.
Animal companion kicks some arse. They tend to have lame defenses, though.
Relatively good flavor, few complaints in that area.
Decent selection of spells. Some, like Spike Growth, are really fun. A few, like Entangle, might be overpowered.
Cool skill list, with a nice number of skill points.
Wild shape can make you very strong. The change preventing the use of wild shape with Animal Growth was a positive one, IMO.
Dislikes: Hard to find anything in the druid's flavor that I dislike. The 3.5 change to weapon restrictions fixed my biggest flavor problem from 3.0. The alignment change from 2e to 3e also fixed a flavor problem. Any problems now generally deal with balance or playtime.
Too many minions: a druid's turn can take a long time. Summoning a creature per round, plus an animal companion, gives the druid many actions.
Wild shape does not work well with the Periapt of Wisdom. I can see losing most benefits as the equipment is subsumed (post errata), but you shouldn't lose extra spell slots. That's just silly.
Natural Spell is overpowered. Really.
Wildshape as a disguise is not well described. If I turn into a bird, what are the chances the enemy will think I'm just a regular bird?
Wild shape is complicated and not entirely balanced. Introducing a new creature can result in overpowered wild shapes. Wild shape into plant and elemental doesn't seem as strong (you don't necessarily gain all the benefits of the creature type).