It'd be nice to get more feedback, but this wildshape variant might be just what we need. Good job Andy for coming up with it, and Jaron for mentioning it again. If we can't come up with a reason not to use it, I'll put it on the front page later.
As for the animal companion: I'm assuming if we replace wildshape with a weaker version of wildshape, there's no reason to nix the AC. That being said, what did you think of Psychic Robot's version? To keep things simple, here's a repost:
[spoiler]Animal Compainion
Animal Companion base ability scores:
12 Strength
12 Constitution
12 Dexterity
2 Intelligence
10 Wisdom
6 Charisma
Then the player gets to customize the animal companion.
HD: 1d8.
Attacks: 1 bite or claw or horn or talon, 1d6 damage.
Speed: 30 feet.
Size:
Small: +4 Dexterity, reduced natural weapon damage size, -2 Strength, +10 foot swimming and flying speed (if it can fly or swim), +1 flying maneuverability category.
Medium: No changes.
Large: +2 Strength, +2 Constitution, -4 Dexterity, increased natural weapon damage size, -10 foot swimming and flying speed (if it can fly or swim), -1 flying maneuverability category.
Templates:
Aquatic: Gains the aquatic subtype with a 30 foot swim speed. The creature loses its land speed. Choose another template to apply.
Bestial: +4 Strength, +2 Dexterity, -2 Constitution.
Burrower: +2 Strength, burrow speed equal to land speed.
Hearty: +2 Constitution, +2 natural armor.
Riding: +2 Strength, +10 foot land speed, two hoof/paw attacks (1d4 damage), quadrupedal.
Swift: +2 Dexterity, +10 foot bonus to all movement modes.
Flier: +4 Dexterity, -2 Strength, 60 foot fly speed with average maneuverability, -10 foot land speed.
As the character progresses, his animal companion gains bonuses to its Strength and Dexterity scores equal to 1/3 the druid's level, and it receives a bonus to its natural armor equal to 1/2 the druid's level.
The animal companion has Hit Dice equal to the druid's level.
At sixth level, the animal companion gains a second natural attack (1d6 damage for a Medium companion), or it can use its beginning natural attack twice in a round at a -5 penalty.
At eighth level, it gains evasion.
At eleventh level, the animal companion gains a third natural attack, or it can use its beginning natural attack a second (or third) time in a round at a -5 penalty.
At first level and again at third level and every three levels thereafter, the animal companion gains a special quality:
Agile Flight: Gains +1 maneuverability category when flying.
Constrict: 1d6 + Strength modifier points of damage on a successful grapple check. Damage improves by +1d6 for every six levels you have. This can only be applied once per round.
Ferocity: Can keep fighting even when disabled or dying without penalty.
Improved Grab: As the standard ability.
Hold Breath: The animal companion can hold its breath for up to four times its Constitution score before needing to make Fortitude saves.
Low-Light Vision: The animal companion gains low-light vision and darkvision 60 feet.
Powerful Charge: Additional damage equal to 1d6 + twice Strength modifier on a successful charge attack. Damage improves by +1d6 for every six levels you have.
Rage: Gains a +4 bonus to Strength and Constitution, -2 penalty to AC, on its turn after taking damage.
Rake: Gains an extra natural attack automatically when grappling (1d4 for a medium creature). At tenth level, gains a second claw attack. Otherwise as the standard ability.
Quick Like a Bunny: +10 foot speed bonus to all movement modes.
Scent: As the standard ability.
Tentacled: Gains a secondary tentacle natural attack (1d4 damage for a medium creature). Gains a +2 bonus on grapple checks.
Trample: As the standard ability, for 1d8+Strength modifier points of damage. Damage improves by +1d8 for every six levels you have.
Venomous Strike:War-Trained: When using your animal companion as a mount, it is considered to be war trained. In addition, the animal companion gains a +2 bonus to its Strength score.[/spoiler]