Well, I will tell you what I know about Druids, but I don't claim to be an expert on using them.
Thanks, this is a lot of useful info, especially regarding several of their spells, even though Druids haven't really impressed you.
I've put some more thinking into my character (somehow I enjoy that almost as much as actually as playing the game), and have come up with the following for my Feyspeaker:
Found a really nice Halfling portrait and edited it a bit to bring it closer to the game's portrait art style. Halfling seems to be one of the best races for Feyspeaker thanks to their bonus to DEX and CHA: Feyspeakers are CHA-based casters and cheap DEX is always welcome (and arguably better than CON, which Gnomes receive a bonus too). I was OK with the Halfling malus to STR as I don't think I'll be shifting much what with Feyspeakers' reduced accuracy progression. I didn't want to rule it out entirely though, because I want to try defensive/tanky shifting with defensive spells like Barkskin, Mirror Image, and Displacement, if only to be able to do some off-tanking when necessary and maybe cast some spells in the thick of things. That's where 13 WIS comes in, the minimum required for the Natural Spell feat. Even if the shifting doesn't prove sustainable I won't have sacrificed much (a few points of CON or DEX). All in all it leads to a more balanced stat spread than the min-maxed one on my wizard.
I made the early game considerably harder for myself by not picking an animal companion at character creation but going with the Animal Domain instead. It gives an animal companion at level 4 so that by then I'll have a better character with more spells to cast and with a pet just as well. All the extra summon spells from the Animal Domain at spell levels 4, 6, 7, 8 and 9 also compensate to an extent for the Feyspeaker's loss of spontaneous summoning that other Druids get. Thus Dympha's main weakness will be poor accuracy. I think this weakness and the extra domain spells will inform her casting focus: summons, buffing, and crowd control. Plenty of summons and a few animal companions for different characters may also help ameliorate the issue of my NPCs dying too much.
Her(planned) feats are:
lvl 1: Spell Focus: Conjuration (requirement for Augment Summoning)
lvl 3: Augment Summoning (summons gain +4 enhancement bonus to STR and CON)
lvl 5: Boon Companion (brings Animal Companion up to Dympha's level)
lvl 7: Superior Summoning (adds one extra summon for spells that summon more than one creature)
lvl 9: Natural Spell (shifted casting, one level after she gets her first Wildshape)
lvl 11: maybe Spell Focus: Transmutation - thanks again for the tip
@Xzarloxara, hopefully level 11 won't be very late for this Spell Focus, and maybe Illusion or Enchantment makes more sense depending on my arcane spells picks.
lvl 13-15-17-19: not sure yet, probably some more spell feats, but am open to suggestions. I might be missing some solid feats that make the animal companion stronger.
As for Dympha's arcane enchantment and illusion spells, intuitively I'm more drawn to Illusion spells (which would be an argument for Gnome over Halfling), but I don't know most spells yet and some Enchantment spells look good too. If there are any garbage spells I should skip, I'd be happy to to receive a heads up. Top contenders for the lower spell levels are: 1 Hypnotism or Vanish; 2 Mirror Image; 3 Displacement; 4 Crushing Despair or Phantasmal Killer; 5 Feeblemind or Mind Fog.
@alice_ashpool your solo work is looking stellar!
@Antimatter nice to see you make progress despite the challenges you've faced so far.
I don't have much to say substantively as I haven't played the game yet and I want to finish Kingmaker at least once before moving on to Wrath.