Admittedly part of the reason Druid feels "bad" atm is because we had so many tools prior to this split, but there's definitely an objective lacking in certain areas. Most of my sentiments on the different Druid specs have already been voiced here pretty accurately... The loss of utility/CC as an Earthkeeper, the squishiness of the Stormcaller, and the heavy reliance on bombs for the Archdruid are all quite off-putting.
The Earthkeeper is good at healing, but that's all you really do (damage is non-existent, one hard CC on 30s CD, and Nature's Avatar is not gameplay), and I'd like to see the Roots, Whirlwind or Blight re-added to the base kit. The weighting between base values and scaling for the Oaken Guard talent also seem rather off... The base value is way too strong in the early game, while scaling worse than any other Heal-over-Time ability I know of - that could probably do with some tweaking;
The Stormcaller should probably get the Ironwood Body passive back from Earthkeeper (their damage potential is great, but they're as durable as dry leaves), and probably get back Roots or Whirlwind too;
As for Archdruid I think that they should lose the bonus Orb healing from the FoN (Force of Nature) proc, and have that power reallocated to Support Power (+50 or +75 per point) on the Forest Affinity skill (that's the one that unlocks the specialisation)
If you proc the FoN passive then you probably don't have many/any orbs left on a relevant part of the battlefield anyway;
It's a rather tight window to have relevant* healing on orbs (+50% of a small number is still a small number*);
Without any base SP your heals from discs (e.g. Field Surgeon) are completely irrelevant, so you're losing out on the Healing Mod from those discs too;
If it makes the trade easier you could cut the Attack Power from that first node (between Pack Avatar, the super-Blight and the FoN buff they really don't need it). The Stormcaller will still be much more reliable DPS-wise, and Earthkeeper will still be the superior healing choice in this scenario too - more healing spells, 150-225 more Support Power, +10% Healing Mod/Mod Cap, various healing stats from talents, and ease of Essence management to lord over the Archdruid.
TL;DR Druid still needs some shuffling of their utility spells to give Earthkeeper and Stormcaller some flavour, and Archdruid needs to be a little more relevant in the healing department. IMO.