They can cast up to 3rd level spells.
With their ridiculously high Wisdom attributes of 27, they'll each be able to prepare four 1st level, four 2nd level, and three 3rd level spells at 7th caster level.
Clear Grove - Has been mentioned before, goes a little further than
@Azel's initial thoughts of plant growth to hide troops. Clear Grove will allow them to hide in woods that the locals
know to be too dense to hide any men of effective size, using this and then restraining the trees will allow for permanent bases visible only from the air. Having a permanent forest base also makes the Druid Leshy guerilla nightmares.
Spike Growth - Long duration area denial, can be used to defend, bottleneck etc. and set up well in advance.
Guardian Wasps - Insane duration area denial, a little harder to use to defend due to chance for friendly fire but at days per level duration these should be placed far and wide. Shallow covered pits to disguise their presence and bait a cavalry charge.
Commune with Birds - Know what's roughly going on within a mile, Inquisition reports make this a little redundant but there are smart and stupid commanders that will deviate from the expected path now and again.
Stone Shape - News to nobody I'm sure but worth the reminder that with some time and effort this functions as a poor man's Wall of Stone, complete with instantaneous duration. They could very well have a stone fortification in the Grove mentioned above.
Climbing Beanstalk - I still think these should be used in SD actually, awesome construction potential with the doubled capacity for a topside anchor. Tree cities are a go.
Soothing Mud - We are familiar with this one, mass HP (low) and Ability Damage (decent) healing. At the moment likely only the named healer can perform the latter, I doubt every band has sufficient healing on hand to deal with the aftermath of multiple significant injuries.
Spectral Scout - Awesome scouting capabilities at the tactical level due to range and duration, make it a sparrow or an owl and it's basically invisible. Can report perfectly.
Riversight - Remind me again where they are setting up? Oh that's right, the duckmothering
Riverlands and "
You can see anything on or within the river as if you were present at that location, or you can observe anything happening within 15 feet of the river's banks as if peering from the water's surface." For MILES.
Water Walk - Hoping
@DragonParadox will agree it's a little silly not to be on the Druid list.
Greensight - See through all plants but solid wood.
Off the train, I might add more. Let me know what you think or areas where we could use an advantage, I tried to go with generally guerilla style in mind.
Plant Spy - Turn a plant into a recording device for days per level, pick the right one and this is a goldmine.
Calling the Flock Home - A flare beacon only the people you consider allies can see, it also persists and moves with the caster so there a dozen uses for this.
Ash Storm - Goodbye any form of organised troop movement. Long range means a single Leshy can halt the line.