As mentioned above, all of your links have %22 at the beginning and " at the end, which make them fail. Odd.
What are you trying to do with the druid exactly? Casting druid, shape shifted striker, tank? All of the above? Is it an aquatic campaign, hence the water theme with the octopus focus?
Wisdom to Hit/DMG is cool, worth the price. If you are going this route, may I ask why not a dip into monk? 2 levels will get you Evasion, along with a +6 to AC from that 23 Wisdom. Would affect your ability to shape shift *now* but would grant you Stunning fist, Evasion, and bump your AC to a 25/21/22. Leaving you with 3rd level spells for the moment. With your Favored class, when you hit level 8 and start shifting, you hit an AC of 27 before you factor in the benefits of whatever form you take. Which is a very nice AC to be sitting at at that level.
If you don't go that route, focusing on a caster type druid, if that is your choice, you've got a good base for feats for all purpose. Ability to shape shift while casting and talking, go. Your Initiative should be 10 on your statblock, which is good if you want to strike first, or buff first. SF: Perception will let you spot the enemy, that's good to have on a nature type. However, you have nothing to augment your spells beyond the Minor Rod of Extend listed here. Which makes me think the spells aren't your focus, and the shape shifted combat is. If you don't go with a dip into monk, the Wisdom synergy drops, but you still have your setup there. Your spells aren't looking to be setup as nuke type spells, so the DC's will be reasonable for the disables you got at least.
I am running a high powered gestalt game, with a player using a Giant Templated Dwarf Admixture Evoker 1/Monk 4//Druid 6 setup, essentially a Jedi Bear. He breaks out his flame blade to slice through the enemy when he can't hit the AC of my heavily armored critters in wild shape form. His to hit is sitting right about where yours is now. I highly doubt the game you are in will make you cope with what I am making my players cope with, but anything heavily armored (My critters are corpse crafted skeleton champions in full plate with tower shields and shield focus, AC 29 and higher depending on Dex and armor enchantments) you will struggle to touch. Given that, would ditch Flaming sphere in favor of Flame blade, or if you are truly attached to it, ditch one of the other prepared spells. This way, you can swing at something that is just shrugging off your attacks still doing fire damage with attacks.
HP is 18 points below Max HP for your Class/Level. That will be rough with your AC if you leap into melee regularly.
Saves are decent, but only the Will save is good. If you ditch the Cloak, Hand of the Mage, Gloves, and the +1 Init Ioun stone, you can afford a Cloak of Resistance +2. Granting 9/7/13 saves.
Suggestion: You have the capability to make a lot of this gear yourself with Craft Wonderous if the DM will let you craft before hand. Your spellcraft would be an 11 I believe? Could make your Cloak of Resistance for 2k, Amulet of Might Fists for 2k, Helm for 2500, Headband for 2250, might have to eat the Haversack due to the non-spell list requirement and DC but swapping out one of those feats would allow you to get better gear. If your DM allows pre-start crafting anyhow.
Boils down to: If you aren't dead set on the spell casting being your main focus, I will suggest swapping some of the items you have for a better set of saving throws/AC and dipping into one or two levels of monk. One gets that +6 to AC, two gets Evasion. Making a spellcasting tank in whatever form you grab. Putting your AC at 21 even without Mage Armor up. If you can craft your own starting items pre-start, it's not a terrible idea. Will let you get the items, and delaying say Wild Speech for 2 levels is doable.