I haven't played the shaman yet, I've only read it. I've also skipped most of this thread so that I'm not falling victim to groupthink, so my apologies if something I say here was addressed earlier. So take this as you will.
Overall, I like the basics of it. It's what I've been desperate for in my Pathfinder game, namely a mix of special abilities, spells, and enough of a fighter type that I'm not completely screwed when my other abilities are neutralized. I like that it doesn't have a unique spell list; please keep it that way and for the love of God don't tie Shaman to the Witch list if it can be avoided.
What I don't like: for something that's meant to be a witch/oracle hybrid, it doesn't feel very witchlike. Just from reading them, the hexes feel nothing like witch hexes. It's like someone said "Crap, this is a witch hybrid, call these things hexes". I'd like to see some more variation among the hexes, or even the elimination of dedicated spirit patrons entirely in favor of some sort of "prepared hex" mechanic similar to how wandering spirit and wandering hex work.
What I'm neutral on: The familiar super powers just seem off to me. I'm not sure when I would ever use them, but I've always been in the "Stick your familiar in a bag and never let them fight" school of thought.