Flamestrike
Legend
Druid is a great example of this inconsistency. At specific points, it greatly outshines alternatives. At others, it actually starts to lag behind...for exactly the same reasons as why it used to be OP. Most attempts to fix it will just break things somewhere else, and often in obscure ways. It isn't beyond fixing, but it's a challenge.
I don't think there is any point past 1st level where Moon Druids lag behind.
Level 1: Not much
Level 2-4: Change into dire wolf/grizzly form for combat
Level 5-9: Shapechanged forms lose some punch, but luckily for you, Conjure Animals just came online! And at level 7, so does Conjure Minor Elementals/Woodland Creatures! (As I read RAW, the spell doesn't let you choose which fey gets summoned, so the 8x Pixie cheese won't work unless your DM wants it to, but summoning eight other creatures still does great things for your HP pool and action economy.)
Level 10: Hey, shapechanging is in again! Elemental form is online.
I haven't played with Moon Druids past this point, so it's possible that maybe you're right and it's right at level 11 that Moon Druids fall behind, but it's hard for me to imagine that being the case because conjuring stuff is still fantastic and you're now getting access to high-level spells like Transport Via Plants (awesome!)/Fire Storm/Regenerate/Anti-Life Shell/etc. Those options don't seem weak enough to say druids are at any point weaker than average. It seems to me that the druid has a nice set of overlapping abilities that function at all levels of play past level 2. Could you clarify where you see them lagging?
Replace the dot points in Wild Shape with this:
- A Druid in Wild shape retains the mental ability scores (Cha, Wis and Int), proficiencies, class features, Hit Dice and hit points of his normal form. The Druid gains the physical ability scores (Str, Dex, Con), size, AC, proficiencies, attacks, movement modes, speed, senses, resistances, immunities, vulnerabilities and special abilities of the wild shaped form.
- Druids gain a pool of temporary HP equal to (Druid level x 2) whenever they assume a Wild shape from their natural form.
- A Druid in Wild shape may calculate his AC by adding his proficiency bonus to the base forms AC.
- A Druid in Wild shape cannot use Multi attack if the form has the ability to do so. When a Druid in such a form takes the attack action, he may only use one of the listed attacks under Multi attack unless he also has the extra attack class feature. A character with at least 5 levels in Druid ignores this restriction, and can freely use multi attack if the beast he wild shapes into has the multi attack ability.
- A Druid may use either his own proficiency bonus or the beasts proficiency bonus (whichever is higher) for any melee or ranged attack, skill or save that either the Druid or the beast are proficient in. The Druid retains his own proficiencies (however some may be unusable in his new form) and gains the creatures proficiencies in its listed skills, saves and with its natural attacks. If the new form has abilities that require a saving throw to resist, the Druid may substitute his own Spell attack DC for the DC of the special attack.
Problem fixed at every level. Scales perfectly.