I'm generally in agreement with Maximuuus on all of this stuff, but have a few notes. I've only played a little since patch 4, so I'm mostly basing this on the assumption that druid implementation at least vaguely resembles the 5e rules.
4) totally disagree. Land is probably not suppose to wildshape at all during combats and this is one of the most meaningfull difference between both subclasses.
Circle of the Land druids should definitely be able to wildshape during combat, but it's not their forte. This is why it takes more work (action to shift) for them to do it and their shape options are more limited (lower CR limitation). I really like that both kinds of druids can do everything to some degree, but each has an area where they excel. They're a great multi-tool.
On the other hand, maybe land should have a bit more spellslots ?
With Natural Recovery, the effectively do have more spell slots. Plus, they get an extra cantrip and more options added to their spell list, so they are more versatile spellcasters than Circle of the Moon druids.
Entangling Vines will never be used over Web if it retains concentration
I assume this isn't actually implemented based on the 5e rules, but if it were, there would be some decent trade-offs between the two spells:
-Web requires level 2 spell slots, while Entangle only requires level 1 slots. In Larian's current homebrew, this isn't critical because you can long rest pretty much whenever you want, making spell slots meaningless. Hopefully this will be fixed.
-Web's initial save is a DEX save while Entangle's is a STR save. This means that you might want to use Entangle against fast, weak enemies while you use Web against strong, slow ones. The DC for getting free should be the same for both (and they both use STR checks to get free), so escaping one shouldn't be any easier than escaping the other.
-Even if you aren't restraining enemies with these spells, they are still really useful for creating difficult terrain to slow melee enemies down while you attack from a distance.