If you haven't already done so, you need to look into the Storm Druid archetype. The first feature you get is you lose the ability to spontaneously cast Summon Nature's Ally, and gain the ability to spontaneously cast your domain spells. So if you choose the Weather domain, you get to spontaneously cast Call Lightning.

Storm Druids are by RAW limited in their choices of what domains they can choose from: Air/Weather domains, and Cloud/Storm/Wind sub-domains. You can make a case that this list should also include the Lightning sub-domain, which was introduced after the Storm Druid. Lightning (along with Cloud and Wind) are sub-domains of Air. If your DM allows this, your domain spell list would be:
1st - Shocking Grasp
2nd - Flame Blade (an electricity damage version)
3rd - Lightning Bolt
4th - Air Walk
5th - Control Winds
6th - Chain Lightning
7th - Elemental Body IV (air only)
8th - Whirlwind
9th - Elemental Swarm (air only)

Options grow even more at 9th level, where you lose Venom Immunity to gain another Domain. So if you now chose Weather for your second domain, your spontaneous spell list would be:

1st - Shocking Grasp, Obscuring Mist
2nd - Flame Blade (an electricity damage version), Fog Cloud
3rd - Lightning Bolt, Call Lightning
4th - Air Walk, Sleet Storm
5th - Control Winds, Ice Storm
6th - Chain Lightning, Control Winds (again)
7th - Elemental Body IV (air only), Control Weather
8th - Whirlwind, Whirlwind (again)
9th - Elemental Swarm (air only), Storm of Vengeance

Those Obscuring Mist, Fog Cloud, and Sleet Storm spells are extra useful to you because at 4th level, the Storm Druid loses Resist Nature's Lure and gains Eyes of the Storm, which allow you to see through virtually any magical inclement weather, ignoring any concealment granted. You start at sight 10', and gain another 5' every four levels.

At 13th level, you lose Thousand Faces to become a Storm Lord, unaffected by natural or magical wind effects, immune to deafness, and w/ a +2 bonus to saves against Sonic effects. That means you can stand in the middle of your Control Winds or Whirlwind area of effects completely unmoved.

Turning now to Feats:

You're a druid. That means you will wild shape, and can benefit from one of the most useful feats in the game: Natural Spell. This is your 5th level feat. And by 6th level, you'll be flying around as an air elemental, calling down lightning bolts.

If you're going to be an Electricity-based blaster, you want your save DCs as high as you can get them. So consider Spell Focus: Evocation, Elemental Focus: Electricity, and the Greater versions of them.

Boost your damage with metamagic feats like Empowered, Intensified, and Maximize Spell.

Increase your versatility with Elemental Spell, to deal with those creatures w/ electricity resistance/immunity. Ask your DM if they rule that using Elemental Spell changes the descriptor of the spell (from electricity to cold, for example). That

Add status effects to your spells with metamagic feats like Rime Spell and Dazing Spell. The latter is extremely powerful.

Your 15th level feat is going to be Spell Perfection.

Last bit of advice to you is that as a druid, you're going to be wild shape a lot. Often most, or even all, of the day. So come prepared by having sheets for at least 3-5 of your favorite forms. Choose an array of forms that cover the needs presented by different situations (air/earth/water elementals for their movements, defenses, ability to speak, and perhaps use tools -- ordinary animals like an eagle, dog or horse for when you want to be sneaky/unobtrusive -- primary combat form for when you do get into melee (could be that your elemental forms can fit this bill, but you may also want to look at how animal forms like Stegosaurus and Behemoth Hippo work with the Vital Strike feat).

Hope that helps.

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