Initially, I had a decision when I saw the Shaman changes, to add a Lock or a Druid. And thanks to RAF I had one of each sitting around at 61 collecting dust. So, all I had to do was make a decision. I've played, literally played a lock of every race in the game. So he was already a strong contender, since I'm well versed in how to play one. However, the Druid brings a lot to the table; he's Balance, and with the changes to the totems, he removes some redundancy. But most importantly are his buffs/debuffs and CC. CC of course being something a group like this sorely needs. But also with the coefficient change to lightning bolt damage, and blizzard's new stance of "We've rebalanced Ele damage around the idea that you'll have a Druid, DK, or Warlock handy." The key here is Earth and Moon, 100% chance to increase spell damage taken. This by itself would be enough to consider adding a Druid, but then there's the possibility of the Warlock too ... who can add a pet for damage and a nice Curse to buff your Shaman damage. Also the lock can Soulstone and Healthstone the group. However, there's another thing to consider here. Lots of upkeep with a lock, need to keep up with soul shards, etc. But with the Druid, you can just nuke away, and heal ... and you get Mark of the Wild. PLUS, you get to pop out and do some heals if you need to ... and then back to the debuffs, since ToW has been nerfed, Shaman teams have lost a LOT of hit. Improved Faerie Fire adds a +3 to hit with spells for the entire group. And I believe you get more Haste from the Druid than you do with Totems, so all in all the Druid offers a lot of synergy with the group. I've just got to catch up, but that won't be long with me power levelling him thru quests.

Here's the Druid's current talents.
http://www.wowhead.com/?talent=0xG0uicsAdI00oxZf