I get a lot of use out of my Druid through summons. Having 5 extra allies helps action economy, increases the druid's effective damage output, and you can throw them at baddies as speedbumps if you just need to distract them for a turn or two. Through the 3 summon spells you get up to 5 creatures. Conjure Minor Elemental gives two Mephits for some range damage and flight helps them get into position. Conjure Woodland Being gives a Dryad who can also summon a Wood Woad, both can CC with spells like Entangle and the WW can tank with the regeneration it gets while standing on those vines. Conjure Elemental gives 8 options, depending on if you cast as a level 5 or 6 spell, my favorite being the Water Myrmidon for the healing action that makes everything wet (nice with lightning and cold damage) and it has OK melee and ranged options. Don't forget that you can give the summons buffs like longstrider.

My tactic is to cast a concentration spell depending on what the fight's situation happens to be. Haste on my Barbarian is a good option. Another is call lightning and move the druid into melee and use the bonus action for off-hand attacks. Druid's spell list may feel lacking compared to a wizard, but those summons do a lot of work, scimitars are decent enough melee weapons, and the druid is more survivable thanks to medium armor and shield. Natural Recovery helps a land druid manage spell slots if they happen to spam through spells quicker than other casters.