I'm pleased that the Warlord actually leads his party in combat. In the hands of a decent player, that leads to a really strong synergy between roleplay and gameplay. Too often those who boost their allies aren't leaders, they're the in-game equivalent of shield bearers. They make their ally better but all the tactical decisions are still made by their ally.
Being able to pick out targets for enhanced damage from the rest of the team is great. Being able to directly call in an arrow strike, and powers like it, let the warlord essentially use the rest of the team's abilities as his own. Conditional buffs, like in Tome of Battle can do some of the rest. If I, as a warlord, do something which gives a bonus to your damage output if and only if you do a particular action, I can encourage you to take that action without forcing you. For example, the White Raven school can grant its allies a significant bonus to charge attacks. This provides incentives for other players to charge, even if, were all things equal, they might not. It lets the Warlord call the shots a little bit without actually coercing anyone.
The only danger is what will happen in the hands of a weak willed player. Everyone else at the table will try to pressure the warlord player to "lead" in the direction they want to follow.
I like the dex bonus thing for fighters. Anything that makes more stats useful is good in my book.
The druid gets shapechanging and ranged firepower? Interesting pairing. I wonder if you're expected to focus on one or the other. Shapeshifting, or calling down lightning.