Have a chat with your GM, and have the Natural Spell feat allowed at level 3 instead of level 6. Then channel the FUREH of NAYTCHAH. Druids have great spells to buff melee combat, and some of their best spells target animals. Beast Shape etc aren't limited just to humanoids - you can use it on yourself and pick up abilities you don't have, as well as the stat bonuses.
It's thematic as hell, and being an awakened beast shaman of nature is just a damn cool concept. Your LA hurts, but you're still playing one of the strongest classes in the game, and the array of options that druid gives you should allow you to contribute in combat no matter where it's occurring.
Plus, you get to be a Wolf, that turns into a Wolf, has a Wolf companion, and summons Wolves.
You know that transformers thing, Beast Wars? This is basically going to be a lot like that. A Synthesist summoner calls down an EPIC POWERFUL SPIRIT and melds with it, becoming THE BEST OF BOTH WORLDS.
Notably, your melded form can have arms if you so choose - having a humanoid 'spirit form' would let you use spells, and be delightfully weird for a wolf.
Without it, though, you're still really terrifying. For a start, there are evolutions that improve bite attacks - notably, adding reach, and the ability to 'push' foes away or 'pull' them closer, knock them down, add energy damage to the bite, and all kinds of crazy stuff. Evolutions that increase strength, increase SIZE, increase natural armour. That let you FLY. That give you powerful flaming auras.
It's the 'turn you into a monster' class, and exactly how I would make a 'savage epic magical spirit wolf' in pathfinder.
A version of Natural Spell for summoners could be negotiated with your GM.
Armoured Tactical Wolf
Weirdly, Fighter could really work as a wolf. Barding, armoured teeth, and the various feats that spiral around the Trip chain, combat expertise and the like could make you a very tough and hard to deal with wolf. There's some iconography and trope stuff that works with that too. We view wolves as being disciplined, in some senses, and being canny fighters. That works really well with Fighter as a class. A wolf that embraces civilization and a cool head in savage times is actually a really interesting concept, too.
'Wolf Flies Through Heavens'
I'm not going to ruin this with words.
LA and Stuff
Awakened Wolf has 4 HD, and no listed LA.
Also, those wolf stats are based on the wolf having straight 10's before racial modifiers, like all monster entries.
PCs get to assign stats before racial characteristics. Apparently you don't add LA to a race if it's CR is lower than it's Racial Hit Dice, which a wolf's isn't (even before you Awaken it).
The wolf has if I am not mistaken:
It has 2 animal hit dice (d8, medium BAB, good Fort and Ref saves and 2 skillpoints per HD) from race, and 2 further from Awaken.
It has the special abilites like scent, +4 bonus to stealth and perception and +5 bonus to survival when tracking with scent. And it can trip with a bite.
The general advice on the paizo forums seems to be that most GMs would waive the animal HD and allow the wolf player to take PC classes from the get-go, since not having magic item slots/hands is a serious downside, worth the other bonuses.