Heh. The rules gurus are leaving this alone, so it seems everything's on the up-and-up, as I thought. And I should I suppose talk about the setting a bit. It's RttToEE, which in essence is one big Temple dungeon with some monsters. So humanoids are the primary foes, hence the talk of classes. But I have no problem fiddling with things in the module to tailor foes to be more suited to the party--especially since the slow-dinosaur-type temple people are finally starting to become aware of what's going on.
It also doesn't help that there are three arcane casters in the party--and elementalist (cold), an alienist, and a sort of counterspell-specializing sorceror. The fifth player is an archer-style rogue, and the cleric NPC just bought it last session. So the cleric and druid were serving as tanks, and it's not as bad as it seems. It's the numbers that are driving me batty. Absurd grapple check mod, awesome attack bonus, very good damage and ac. The only weakness seems to be prep time--but Barkskin is approaching fire-and-forget status.
And yes, the druid has actually just recently reached 9th level, and Animal Growth will just be sick. Believe it or not though, I don't have a problem with that. AG is 1 min/level and a 5th level spell. It won't be used every battle (at least, not for a good many levels.) When it is used, it should kick butt! : )
Thanks for the ideas guys. There's some good ones here, and I'm already filing them away for future reference...