Those forms seem to be a bit overpowered to me as there are not many flaws in your shapes.
As mentioned, numbers like strength values and such, are certainly open to discussion. If things seem too powerful, feel free to point those out, suggest more suitable/balanced values. This thread is here for discussion and feedback
The Aquatic form sounds a bit unsuitable to me for that kind of druid you are talking about. As they are more like water than nature (there might be druids able to control elemental domains though). Id suggest to make it some kind of big snake that can cross rivers without movement/attack penalty and have them do some kind of entangling attack that negates the withdraw chance of your enemy.
I'll admit, I stole the idea from WoW, but it's grown on me. Being able to go across the sea is a very fun mechanic, I think. Which is slightly more important than properly fitting. I've probably shot FFH lore to pieces already anyway
The main aim here, is Flexibility. As the embodiment of neutrality, druids should generally be a hybrid that's good at everything, able to adapt to any situation. So the ability to kill stuff, sneak around, cross oceans, etc. All fits with the general plan, I think. Reflecting on it though, specifics like the bear form's strength might be too much. They should be good at everything, but not
AS good as someone who specializes in one thing. I'll probably reduce that to +6 or so. Or maybe reduce the defense farther and only keep high attack. Uncertain. Give me your thoughts!
Also as a side note for those worried about it, I do have ideas for working on paladins and eidolons too. More the former than the latter actually. This module alone will probably make druids the best out of the three by a fair bit, until I get around to tweaking the good and evil units too. But that's another topic, and another project. Perhaps after this.