I pulled down the wildshape templates, and I can't say I really liked it, so I did my own implementation. I did it as a conferred Ability Bonus that you can turn on and off. This seems to work for me, and it gives you all of the animal forms Ex abilities as well(scent, low light, pounce, grab, etc). Right now I just have this one, but from here it should be easy to duplicate this for other animal and elemental forms.
Code:
<thing id="pWSTiger" name="Wild Shape(Tiger)" description="You turn into a large tiger." compset="InPlay" uniqueness="unique">
<fieldval field="pMinimum" value="1"/>
<fieldval field="pMaximum" value="1"/>
<fieldval field="pWhat" value="Wildshape"/>
<fieldval field="pSource" value="Wildshape"/>
<fieldval field="pDuration" value="1 hour/level"/>
<tag group="Helper" tag="AdjConfer" name="Conferred Ability Adjustment" abbrev="Conferred Ability Adjustment"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Helper" tag="AdjNoPlus"/>
<bootstrap thing="wBite">
<containerreq phase="First" priority="500">fieldval:pIsOn</containerreq>
<autotag group="wMain" tag="1d8_6"/>
<autotag group="Helper" tag="NatSizeDmg"/>
</bootstrap>
<bootstrap thing="wRake">
<containerreq phase="First" priority="500">fieldval:pIsOn</containerreq>
<autotag group="Value" tag="2"/>
<autotag group="wMain" tag="1d6_5"/>
<autotag group="Helper" tag="NatSizeDmg"/>
</bootstrap>
<bootstrap thing="raPounce">
<containerreq phase="First" priority="500">fieldval:pIsOn</containerreq>
</bootstrap>
<bootstrap thing="wClaw">
<containerreq phase="First" priority="500">fieldval:pIsOn</containerreq>
<autotag group="Helper" tag="NatSizeDmg"/>
<autotag group="wMain" tag="1d6_5"/>
<autotag group="Value" tag="2"/>
</bootstrap>
<bootstrap thing="raLowLight">
<containerreq phase="First" priority="500">fieldval:pIsOn</containerreq>
</bootstrap>
<bootstrap thing="xScent">
<containerreq phase="First" priority="500">fieldval:pIsOn</containerreq>
</bootstrap>
<bootstrap thing="raGrab">
<containerreq phase="First" priority="500">fieldval:pIsOn</containerreq>
</bootstrap>
<bootstrap thing="tpAnimal">
<containerreq phase="First" priority="500">fieldval:pIsOn</containerreq>
</bootstrap>
<eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ Give an Enhancement bonus to Natural AC
#enhancementbonus[hero.child[mNatural], 4]]]></eval>
<eval phase="First" priority="1000" index="2"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
hero.child[aSTR].field[Bonus].value += 4
hero.child[aDEX].field[Penalty].value -= 2
~ We want to increase our size by +1
var sizemod as number
sizemod = 1
call SizeChange]]></eval>
<eval phase="Final" priority="15000" index="3"> ~ Tigers only have a reach of 5
herofield[tReach].value = 5</eval>
<exprreq message="Wild Shape (Animal) required."><![CDATA[#hasability[cDrdWildAn] <> 0]]></exprreq>
</thing>