Problem: Alot of people think dealing 4 damage to the hero and 1 damage to all minions is to strong and personally I agree. Alot of the druid cards have ''choices'' and I for one think that is the best way to counter this.
Answer: Reduce Mana cost to 3 and make it a choice of 4 damage or 1 damage to all enemy characters.
Similar Spells: Shadowbolt, Arcane explosion (doesn't hit an enemy character but swipe will cost 1 additional mana to compensate)
Problem: This spell is useful but not so useful you run more than 1 (personally i run abomination over starfall) but I'd like to see either this or starfire get an effect change.
Answer: Changing the deal 5 damage to destroy an enemy minion would be more than enough merit to start running 2 and it would eliminate the problem of no hard removal for a druid.
Similar Spells: Assignation, Consecration (again consecration costs 1 less mana)
Ancient of War
Problem: Silence is the problem, I do not mind having the taunt removed but losing the 5 health has always been annoying me. Druid of the claw keeps its 4/6 stats after silence so why doesn't ancient of War? Seriously overlooked problem.
Lastly here's a suggestion of a card I believe druids need to survive a little better vs aggro decks
3 Mana cost
Draw 1 card and gain Armor or Health equal to the mana cost of the card drawn.
Reason: Druids are a type of deck that specializes in long games and usually runs many higher cost cards than other decks. This card would be a nice reward for playing such a style. Will you draw innervate and get no armour? or will you draw ancient of war/lore, ironbark/raggy or yesra ? Well Shield block for a warrior is gain 5 armor so for it to be worth the mana cost you need to draw a 5 mana+ card.
Similar Spells: Shield Block