The Ranger's Barkskins are late (and you want those slots for Vitals or other Ranger unique spells) and you want to save Alchemist spells for Infusing Personal stuff. Shaman unlocks Barkskin at 3 while Alch doesn't get until 4.
Wildland trades Cam's Weapon Enchants for a (full!) pet and it gets Wandering Hex (and at level 16 two Wandering Hexes) that Cam doesn't which lets you go even deeper into Secret Metamagic (non-spontaneous class) and using a Hex on Dazzling.
An Orc Shaman can use Falchions which ends up really good to multiply all the Enlarge and Divine and Bane Effects Battle Spirit gets:
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Those abilities free up a lot of spell slots and Divine Power scales up to +6/+6. Also lets you use your Mythics on Favorite Meta instead of Abundant. Not sure I'd bother mounting since you don't want to burn Feats on protecting your Mount (and you end up with Frightful at 15 which is no bueno with Mount) and I went for the Save/Lore Racial to keep Falchion (so can't really fit in Mobility). Iceplant and Medium Armor helps you survive better in melee, especially since you'll be Hexing/casting first round.
the spell list is not as useful as the cleric's is for the role I want (only 1 cast of Magical Vestment at 3rd level for example, also no Divine Shield, Archon's Aura, Crusader's Edge, etc. etc.), the lack of domains is not compensated for by hex access, and channel energy is a big miss, especially if any shadows or undead waves turn up early.
Shaman gets better Summons than either Cleric or Druid since it combines Animate Dead at lvl5 (spell level 3) which is the first good Summon with Lizards, Leopards, Manticores, and Smilos which all outclass what Cleric has going on.
I'd go Conj Focus into Augment Summoning early I think to set up Animate/Sinking Cloud/Cave Fangs/Creeping Doom then use the Mythic that lets you transfer Feats from one school to another to go Evo nuker/disabler late with Stormbolts, Firestorm, Surburst, and the Blinding Line thing. All three extra good vs Undead so no worries about losing Channeling since it's pretty weak unless you really work at it (Daeran with Mythic Channeling is pretty good for instance). All enhanced with Favorite Meta.
Didn't they fix Vestment? If you don't butcher your Pal with splashes it can cover that role eventually and not going straight to lvl 13 on Pal for Mark and Angelic, Greater makes no sense to me. Prot Evil is better than SoF until lvl 6 so Cleric has a marginal edge until Pal catches up at 9 then Angelic, Greater gives you +4 at lvl 13. At lvl 8 Shaman can Wander into Battle Ward for +4 at level 8! It's once per day but you can spam it on everybody and the things that need it most are the things least likely to get attacked to wear it down.
If you cared that much about Domains you wouldn't be pissing one away on the awful Animal. You're blowing one of your precious Domains (and a Feat!) to get what Wildland Shaman starts with for free!
Have you looked at what Shaman can do with Hexes? Free Dazzling (you like that so much you're splashing Cockatrice on another character), Iceplant (Nat AC is hard to get), Hampering Hex scales higher than Booter's Bane, Secret Meta. Your action econ only has room for one in-combat Hex at most but Hampering is a great one and Shaman has a ton of other good options.