I do not agree.
Combining Paladin with a Druid makes the Druid a lot more sturdy and way easier to play. To keep yourself alive you don't need to use your precious spells. For a Fury it may even be the only early way to emergency-heal (Taste of the Hunt, Second Wind and items aside).
SC offensive Druid (like all glass cannons) may be more impactful in theory and if you are good with controlling crowds, but they do zero offense as soon as they go down. If players are struggling with such kind of things, this combo is a good pick - because you don't sacrifice a lot of offense while gaining a lot of survivability and potential versatility.
I value it (way) higher than Fighter/Druid. Tactician's Brilliance aside, what would that combo do better?
If the paladin side had no tools to help the Druid's offense (while "only" adding a lot of sturdyness) it would maybe be a lame combo. But the fact that you can easily (and early) add +20% additive damage via Sworn Enemy (and even get that Zeal back) and +15% lash damage means you don't lose much offensive spell impact while gaining massive improvements on the survivability side.
And that doesn't even take added versatility into account.
And I think you guys never really tried a melee Paladin/Druid with combined Nature's Terror + Sacred Immolation (and lots of healing) who walks into enemy groups and casts Inspired Beacon (that's not mandatory, it's just fun and it works). Paladin's defenses + Moonwell + Hands of Light allowing to tank while two pulsing AoEs (plus lash) melt surrounding foes. It is great and fun, especially against mobs.
Also the point about summons is not correct imo. If you wanted to focus on supporting your summons you can use Lay on Hands, Shared Flames, Exalted Endurance (or Ex. Focus). How's that not supporting your summons?
If you'd made all those points against Rogue/Druid or Fighter/Druid I would understand them better.