Sphere Druid
As the normal druid except the only non-spellcasting special ability gained is Wild Empathy at level 1 and Handle Animal is not on the skill list. Also, the ability to Wildshape into Plants is never gained, as I think it is silly

To get a regular druid, just select the Default spheres at their earliest availability.
Basic Spheres
Beginning at 1st level a druid selects 2 spheres. Once selected these may not be altered.
Animal (Default)
This sphere gives Handle Animal as a class skill and also the Animal Companion ability up to 10th level advancement. A druid gets a +4 handle animal bonus when it is a check interacting with his Animal Companion.
Elemental
This sphere gives Knowledge (the Planes) as a class skill and grants a bonus language known based on an element the druid chooses to attune himself to. The elements (and their languages) are: Air (Auran), Earth (Terran), Fire (Ignan), Water (Aquan). A druid may attune themselves to a different element, but they only learn a bonus language when they acquire this sphere. Attunement takes 8 hours of concentration. Each element grants a minor ability at 2nd level with increased potential at 8th level: Swift Jump, Earthen Shield, Touch of Flame, and Rejuvenating Water.
Swift Jump (Su)
A druid attuned to Air may cast Jump once per day at their druid caster level as a swift action. At 8th level the druid can use this ability twice per day.
Earthen Shield (Su)
A druid attuned to Earth may create an Earthen Shield as a standard action. The shield is sized to fit the druid but has no armor check penalty. The shield provides a +2 shield bonus to AC and lasts a number of hours equal to the druid’s level. If the druid removes the shield it immediately crumbles into dirt. At 8th level the shield bonus improves to +4.
Touch of Flame (Su)
A druid attuned to Fire may create a small ball of fire in their hand as a standard action which functions as the spell Produce Flame except that if it is used to make an attack it ends immediately. At 8th level a druid may use this ability twice per day.
Rejuvenating Water (Su)
A druid attuned to Water may enhance up to a gallon of water as a standard action. When at least a cup of the water is drunk it heals 1d4 damage and provides a full day of water to the drinker. The water remains enhanced for a number of hours equal to the druid’s level but you can only benefit from the effect once every 24 hours. At 8th level the healing is 2d4 and it also removes fatigue.
Healing
This sphere grants a +2 bonus on Heal checks. The druid also gains an ability called Healing Touch at 2nd level. At 6th level the druid can produce a Remove Poison effect, as the spell, once per week. At 9th level the druid can use this ability twice per week.
Healing Touch (Su)
Starting at 2nd level a druid may lose a prepared spell (level 5 or less) in order to heal Xd6 + Charisma modifier in hit points where X is the level of the spell (a 0-level spell may be lost to heal equal to the druid’s Charisma modifier). This ability is a standard action with a range of touch.
Nature (Default)
This sphere grants a +2 bonus on Knowledge (Nature) and Survival checks. He also gains the ability to spontaneously cast Summon Nature’s Ally I-V in place of a prepared spell of the corresponding level. At 2nd level he gains Woodland Stride, at 3rd level Trackless Step, at 4th level Resist Nature’s Lure, and at 9th level Venom Immunity.
Advanced Spheres
A 5th, 10th, 13th, 16th, and 20th level the druid may choose an Advanced or Basic Sphere. If a druid chooses a Basic Sphere he still gains the listed benefit at the listed level (and if he is high enough level, gains all the abilities). Some Advanced Spheres have level requirements or other sphere requirements before they can be taken.
Advanced Animal (Default)
Prerequisite: Animal Sphere, 10th level Druid
This sphere allows a druid’s animal companion to continue to advance, all the way up to 20th level.
Advanced Elemental
Prerequisite: Elemental Sphere, 10th level Druid
This sphere grants the druid a +2 bonus on Knowledge (the Planes) checks. He also gains the ability to Planeshift 1/day as the spell. The druid can planeshift to any elemental plane he is attuned to without need of a tuning fork. At 12th level the druid can use this ability 2/day. At 15th level the druid can choose one of the following abilities: Does not need to breathe air; Does not need to eat food or drink water; Fire Resistance: 10; or Gain a swim speed and ability to breathe underwater. Once chosen it may not be changed.
Advanced Healing
Prerequisite: Healing Sphere, 10th level Druid
This sphere grants the druid a bonus die on every spell with the healing descriptor he casts (this has no effect on the Healing Touch ability). Additionally at 10th level the Healing touch ability restores Xd8 + Charisma modifier hit points where X is the level of the spell lost (and spells up to 7th level may be used). Additionally at 12th level he gains the ability to cast Heal (as the spell) once per day. At 15th level he can cast Heal twice per day. At 18th level the Healing Touch ability restores Xd10 + Charisma modifier hit points, where X is the level of spell lost (and spells up to 9th level may be used).
Advanced Nature (Default)
Prerequisite: Nature Sphere, 13th level Druid
This sphere grants the druid A Thousand Faces at 13th level and Timeless Body at 15th level. He also gains the ability to spontaneously cast Summon Nature’s Ally VI-IX in place of a prepared spell of the corresponding level.
Advanced Wildshape (Default)
Prerequisite: Wildshape Sphere, 16th level Druid
This sphere grants the druid Elemental Wildshape at 16th level once per day. At 18th and 20th level the druid gains an additional use per day. At 20th level he gains the ability to Wildshape into Huge Elementals.
True Elementalist
Prerequisite: Elemental Sphere x4, 13th level Druid
This sphere grants a +4 bonus on Knowledge (the Planes) checks. Additionally, the druid gains the ability to rebuke elementals a number of times per day equal to 3 + Charisma modifier. This functions exactly like the cleric domain ability but applies to all elementals. Also, the elemental abilities (Swift Jump, etc) all gain another use at 13th and 20th levels and improve as follows: Swift Jump changes to Swift Flight at 15th level; Earthen Shield changes to Earthen Body at 15th level; Touch of Flame changes to Fiery Halo at 15th level; Rejuvenating Water changes to Rejuvenating Rain at 15th level.
Swift Flight (Su)
This ability functions exactly like the spell of the same name except that the duration is 2 rounds. At 20th level a druid can use this ability 4 times per day.
Earthen Body (Su)
This ability is a standard action to activate and covers the druid in dirt. It grants the druid DR 3/- and a +4 enhancement bonus to natural armor but only lasts 1 minute per druid level. At 20th level a druid can use this ability 4 times per day.
Fiery Halo (Su)
This ability is a standard action to create a halo of fire above the druid’s head. The druid’s touch can ignite any flammable material (though magical items get a saving throw) and all melee attacks the druid makes gain a bonus 2d6 fire damage. This effect lasts a number of rounds equal to the druid’s level. A druid may end the effect immediately by hurling a Fireball (as the spell) for 10d6 points of damage. At 20th level a druid can use this ability 4 times per day.
Rejuvenating Rain (Su)
This ability is a full-round action to activate. It creates a rain of healing water in a 30-ft. radius. Creatures hit by the water immediately heal 10d4 points of damage and the effects of shaken, panicked, fatigued, or fear are removed. The rain only lasts 3 rounds, but no one can benefit from the effect more than once every 24 hours.
Wildshape (Default)
Prerequisite: 5th level Druid
This sphere grants the Wildshape ability 1/day. At 6th, 7th, 10th, and 14th level the druid gains an additional use per day. At 8th level he gains the ability to Wildshape into Large animals, at 11th into Tiny animals, and at 15th into Huge animals.
[The nice thing about this class is that by choosing the default spheres it is exactly the same as the 3.5 druid class (with the addition of a bonus sphere at 20th level, which can be removed if it really bugs you, but hey 20th level characters should be awesome

). I really love Monte Cook's Arcana Evolved and how each of his classes have a number of options on how to play them. My approach is similar, offering different ways for druids to turn out, beyond spell choice. New spheres can be made and balanced quite easily for whatever flavor you'd like to give your druids!]