To make explicit what Theroc implied- Improved Natural Attack is virtually a must-have for these PCs.
Also, despite his bardish nature (as per Disney), you may wish to pick up on some wilderness skills for Baloo (either by just burning the skill points or by taking a level of druid)- he's not just an entertainer and lorekeeper, he's a keeper of the lore of
law, and quite wise as well. (And the mix of Bard and Druid would be kind of Merlinesque, as well.)
Baloo - Wikipedia, the free encyclopedia
I'd suggest he use a club, spear (esp. longspear) or quarterstaff, and for range, the javelin or sling. The weapons are simple, do decent damage, and are quite easy to replace in the natural environment- ease of replacement would be something Baloo would appreciate. Heck, if your DM is amenable, for RP, you could even play Baloo in such a way that he doesn't carry weapons- he just breaks off a branch to use (club or staff), maybe sharpens it by rubbing it on rocks (spear, javelin), or maybe picks up a rock that he flings with a flip of his wrist with the aid of a handy jungle leaf (sling). He does love to freeload off of nature, after all.
And clearly, his "instrument" should be his voice- don't forget levels in Perform: Dance either.
I'd look into the Reserve feats for this PC. You're going to be strapped for spells, so anything that boosts your spells' potency (by adding DCs as a secondary effect) or by giving you at-will abilities is a winner. There are a lot of Reserve Feats that improve critters you summon, for instance- could be tasty for a Bard.
Depending on your DM, you may also wish to look into things like Spellfire for Baloo- your party is poor in spellcasting firepower, after all- or VoP for Pooh.