Acidic Swamp Ooze x2
Keeper of the Grove x2
These above are pretty much standard in 95% of Druid decks because they are so great, so you are fine with those.
Naturalize, you definitely don't want more than 1, if any. Some people like it, I don't.
Bite is good, but I don't use it as I prefer a more minion based deck and Claw is better suited to my style since it can be used right at the beginning to kill Pint, Juggler, all sorts of stuff they like to coin with on their first turn and Bite cannot be used since it costs 4. If something needs 4 or 5 damage done to it, I already have Starfire, Swipe, and Starfall and don't need Bite.
The Owls you shouldn't need because you have 2 KotGs. A Spellbreaker is a lot better than an Owl because it is a a 4/3 minion for 4 which is not bad at all, so if you want 3 or more silences, use a Spellbreaker.
I'm not a fan of Wrath or Healing Touch. I think I have 1 Wrath right now and no Healing Touches.
Grizzly is ok, and Patriarch is good for Hunters since it is a beast but pretty awful for other classes. Definitely use a Sen'jin instead, or better, get the Druid of the Claw which I have 2 of in my deck.
Starfall is great, I have 1. The big tree, I have only 1. If you have 2, you will usually get one stuck in your hand at the early game taking up space, so I would go with just 1.
For card draw, I have 2 Cult Masters and one Inventor. I also find the Power of the Wild card to be extremely good since it is decent in the early game for throwing down a panther and also great late game if you have 3+ minions on the board to help survive an AoE spell from your enemy and to throw out more damage on your turn than the enemy was expecting.