Sounds like you've got a good idea of what's going on. I'm a big fan of Scribe Scroll for Druids assuming you can pick up a Polymorphic Pouch and your GM allows it - having access to the huge utility-heavy Druid spell list at all times is fantastic.
Combat priority - I think you've got the right idea. First go with the stuff that needs to have all the enemies and/or allies in one spot, then summon spells (which are more useful the earlier in combat they're cast), and then play it by ear.
With a 6-man party, you don't really need all that much help for the front lines (particularly with summons - beware clogging up the field and taking really long turns), so I would spend some time looking at the domains and picking a good one. I believe there are archetypes that let you swap out spontaneous SNA for spontaneous domain spells, which could be quite handy - usually only the highest or second-highest available summon is good in combat anyway, which you could simply prepare yourself.
Produce Flame and Call Lightning are great spells to give you some staying power when it comes to blasts. Some other great Druid spells:
- Faerie Fire - find invisible foes with scent or another ability, then light them up for the party
- Eagle Eye - great scouting spell for outdoors areas. Less necessary when you can turn into a bird.
- Stone Call - 2d6 damage no save, and make a huge area difficult terrain. Awesome spell.
- Dominate Animal - animals usually have low will saves and great physical stats, and this makes one your ally for the rest of the fight.
- Mass Feather Step - combine with Stone Call to give your party a huge advantage in a ground-bound fight.
- Spit Venom - touch attack to blind for 1 round with no save, and poisons them too.
- Strong Jaw - summon a nasty single-hit creature, then throw this on it. Stegosaurus dealing 8d6 per hit, anyone?
- Fickle Winds - lol projectiles
- Wall of Thorns - RAW, this thing is crazy busted. No save to stick someone in it, and they have to make Strength checks of 25 or more to get out while taking damage.
- Antilife Shell - keep out most types of creatures, no save. Poof, you are immune to anything without projectile attacks or Dispel Magic.
IMO, the thing that really sets apart Druids from the super spell lists of Wizards/Sorcerers and the domains and channeling of Clerics is the versatility provided by wildshape. A wizard has to spend multiple spells and turns to give himself flight, advanced senses, etc.; you can turn into whatever you want on a whim and stay that way for hours. Make sure you are very familiar with what forms will give you certain abilities - if you can always turn into the right creature for the situation, you will find yourself getting a TON of mileage out of wildshape.