Well, I'm not averse to Detect and Speak with Plants and Animals as one ability; it seems to go together, and plants and animals are not often powerful creatures, so there's little broken there.
As for combining AT and WW, again it's thematic (sorta; it's a little more powerful, and is at will.)
If you
do combine them, I have a suggestion; one that I don't know if you'll like. Place a clause that states that Aquatic Transformation counts as woodland Stride for Prerequisites. Then remove Woodland Stride from the Gained abilities list. In fact, do the same for Wild Empathy (Calm/Charm Animals gaining the ability or counting as it.)
At that point, Primal Form and Plant Lord ACF's could become Invocations as well; Naturalize and Resist Nature's Lure becoming some sorts of Invocations as well (RNL could become like Dark One's Own Luck). Plant Lord looks like it's much more powerful than RNL; having more creatures on your team is often a really good thing.
Add more invocations known to cover
some of the costs.
Now, this makes the class more generic; perhaps more generic than you'd like. I will say that it's 'got everything' already, much like the druid. It makes the Character into two characters (as the Druid does), has some good spells (but has to choose them more carefully and from a smaller list than the druid), Qualifies for many Druid 'specific' PrC's (
that's a
good thing), has an irresistible (Su) magical touch attack (for moderate damage; plus it can be traded for a permutation of Aspect of Nature, one that's almost Wild Shape in power), Gains the Aspect of Nature (Wild Shape ACF) and can share it with a lot of allies (consider toning that down a bit, say up to 5 allies)...
What I'm trying to say is that this class does a
lot of things. Making a few of the abilities into invocations will serve to allow those abilities to those that want them, if they 'pay' for them, while focusing the class a little bit more.
Hope this is helpful