I played a character similar to this at one point, though mine was more monk-themed, so I can give you some ideas of what did and didn't work. I'm going to assume you're using post-errata wild shape.
For feats, you really have two choices: you can pick good feats that don't have any particular theme, or you can try to build for a specific melee combat style like grappling, charging, tripping, or so on. Good general feats that you might want to look at are Improved Initiative, Multiattack, Improved Multiattack (if you plan to use forms with significant numbers of secondary natural attacks), Flyby Attack, Lion's Pounce (CD) or Bestial Charge (CC) to pounce when the form you're using doesn't have it, Swift Wild Shape (CC), or Darkstalker (LoM) if you want to use stealth. Avoid Power Attack. Going into ToB maneuvers with Martial Study and Stance or MoI with various feats can be a useful thing to do. For combat styles, it really depends on the combat style. If that's the direction you want to go, I'd need to know which one you want to focus on.
Other than feats, most of the work for your character will go into finding good forms to use at each level. How much you want to dump Str and Dex depends on how much you care about having a miserable early-game experience. At 3rd or 4th level, you'll still be dependent on your intrinsic physical stats. By 9th level or so, you won't care. The good news is that in the long run, you won't have much MAD because the only stat that really matters is Con. You can probably afford a decent Int for skill points and decent Int, Wis, or Cha for whatever skills you want. For skills, you're going to want to pick two or three out-of-combat competencies you want and run with them. This kind of build can actually do a wide variety of different things well, especially with alternative class features and if you do enough dumpster-diving through the monster books. It's best at stealth and counter-stealth (Spot, Listen, and eventually stuff like scent and blindsense), but if you want to you can be surprisingly good at things like socializing with NPCs and searching for traps.
Equipment is entirely dependent on whether you have access to wilding clasps (MIC) or not. If not, buy some wild or beasthide (MIC, CAd) armor and a bunch of stuff for out-of-combat utility since your stuff's going to be melded when you're fighting unless your DM's pretty liberal about equipment rules. If so, you'll want all the usual items, but the most important thing is the best possible amulet of mighty fists or analogous item. The golden road to damage with natural attacks is to get as many as possible and then get as many damage bonuses that apply to every attack, since your secondary attacks only get 1/2 Str to damage.