Extended Creeping Cold is a must if you're wanting a DoT Spell rather than it's non-extended version, the damage triples or so for a mere +1 Metamagic cost. And never prep SNA since you can spontaneously cast it.
Something to consider is
Enhance Wild Shape which augments your Wild Shape, either you can pick up Extraordinary based Special Qualities (wild shape only gives ex based special attacks) or apply a freebie stacking +2 to a psychical Ability Score.
I'd drop one of those Bite of the Wearbears for
Mudslide, 40ft area that on a failed Save deals a decent amount of damage and probably solves your opponent problems unless they have a Burrow Speed. On a successful Save, well if they don't have Wings they are stuck in the area (4:1 move rate) while you pelt them with ranged attacks. Kind of win-win really.
Replace Feathers with
Boreal Wind as you other CC/dmg Spell, your party at this high of a level should have their own means of flight that doesn't involve removing their Spellcasting to turn them into small birds. This thing deals 15d4 Cold damage while pushing creatures away from you, and it lasts several rounds allowing you to destroy entire Encounters by casting it from a doorway. It's also a standard wind based spell, so it can counter other cloud/gas based effects.
Also, *scratches chin* entangle is absolutely better than Impeding Stone. Same range/duration, both halve movement rates on successful Saves, IS only Trips and a Move Action fixes that, Entangle requires a Full-Round Action to break it's failed Save effect. Problem is, it's plant based and IS is stone based. If you know the kind of terrain you'll be in is mostly stone by all means keep IS prepped, but if there will be some trees and such, by all means place one or two of them with Entangle.
Edit - Oh. And nix Shillelagh. It only works in Quarterstaffs wielded by you which are Two-Handed Weapons. You cannot use it in conjunction with your Ape's Claw Attacks or any Greater Mighty Wallop enhanced Natural Weapon based on your arms.