Concentration is Great
If you want to be able to cast spells while near an enemy, Concentration is indispensable. You probably want to be able to do that. If for some reason you don't (if you intend to stay away from combat), then it doesn't matter.
My opinion: The important value in this is what you need to cast defensively. That requires beating a DC of 15 + the spell level. You'll want to get this high enough that you can't fail, and then you can cast spells even while threatened safely. That'll take many levels to do, but it's worth doing. You just lose too many options if you can't cast safely while threatened.
Handle Animal - Do you have a companion? If so, use this
Do you have an animal companion? If you do, you need Handle Animal. But you only need enough to get a modifier of +10 when dealing with your companion. That lets you take 10 to train and you can use the Handle action without failure. Handle lets you use your companion's tricks, like Attack and Heel. You'll need a good roll to Push your animal companion, but with good trick selection that rarely comes up.
The nice thing is that you get +4 when working with your companion automatically if you're a Druid (not sure about your variant), so you only need a modifier of +6 here otherwise. With a good Wisdom score, that is very easy. Do it. Ranks beyond that are unnecessary in my experience, but can be fun if you want to handle/train other (non-companion) animals, or want to be able to Push yours more easily.
Note: Some DM's do not enforce the rules about handling animal companions and just let you do it. If your DM doesn't care about making you use the skill, you don't need any ranks here at all.
Spellcraft - Handy
You can get away without Spellcraft, but you won't be able to do things like know what enemies are casting, decipher scrolls, identify potions, or such. Your party arcane caster can do many of those things for you, but it's still a good skill. I very rarely make a Spellcaster without investing in Spellcraft.
Knowledge: Nature - Flavorful
This is useful if you want to be able to identify animals and several other creature types in the wild. Thematically it fits Druid characters well. It also lets you identify things like their attacks and weaknesses, which is obviously useful information.
It's not necessary to do much of anything, so you can drop it if you need to. Your Wizard can take it instead if she wants to.
Heal - Not usually necessary
Heal lets you do things like stabilize dying characters and treat poison. The level 0 spell Cure Minor wounds can stabilize a dying character as well. You get spells to treat poisons and diseases more effectively.
Heal is occasionally useful at low level, but not necessary. It's up to you if you want to take it. You can skip it and miss nothing.
Survival - Essential for Tracking (and not otherwise)
Are you taking the Track feat? If so, you need to max Survival.
If not, it does some nifty things like letting you not get lost in the wild, survive on your own by finding food & water easily, and find North. You can do most of those things reliably with only a few skill ranks, as most of the DCs are 10 or 15 and it's Wisdom based.