I'm not sure on how to balance it. Specifics is something I was avoiding. Pick what you like to get dps to where it should be. Visual change like a size change is a more important, as I am concerned, than dps.
Shapeshifting on specific things keeps the size modifier. Change into one of those living seperated hands while being something large to get what I mean. Sneak up to a person's back and change into a dragon to get an idea of why I suggest this. It gives a larger option than ogre on size and I get the bonuses. It comes from fond memories of another server involving this illusion and grow. Which on that server did not have such a small cap on size. This would make gnome to be tiny, human for standard size, and something larger than ogre for large. Brownie size would be fun but I'll stick with this. And an eight foot werewolf is more impressive than a 3 foot one.
Have it proc something similar to divine rage or the cleric's summoned hammer. It won't need the haste or atk so much if its bonus comes from procs.It may even work with focus effects the casters love. Melee dps like a cleric but without the plate armor is good enough. It is one means to and end, which can fit into the scope if equipment upgrades is to be less involved the a shapeshift's strength.
Haste or atk change to scale higher at 65. Or change the level of the spell and have it a static amount. I believe glory never interfered with werewolf, and it might even stack, but I remember a statement of how only the highest spell haste takes effect. That statement involved the old lycanthrope boon spell too. The stacking listed in the parser refers to only a set of spell effects decreasing attack speed. For atk, it is actually higher than call of the predator in the parser. It saves me a spot and give a bit more. That is ok, but I don't expect to hit things to take advantage of a good weapon and these bonuses. Changing some other things may be better than changing these.
The strength bonus only gives stacking problem on a few uncommon effects. It is a small bonus so far as what and int caster can do with it, but it does well in stacking. It can be further boosted with another enchanter spell that has a str and rune component. The problem with that is the short duration and the spell ending when the small rune component is expended. Having two runes on at one time poses its own problems but is not quite a stacking problem. Adding the 30 bonus from werewolf and the 65 from ravager would make it a sizable bonus, which I suppose should not get higher. But I would suggest stopping ravager from working with werewolf, having werewolf go up to 95(or 100 because it is a nice number), and having the convenience of not needing to deal with ravager's short duration or being dispelled from rune wearing off.
Lastly is how a werewolf is suppose to be able to hit things. The proc route I believe will work in getting around having to hit things. Spell procs don't need to hit to go off, like the wizard's blades, and is probably easy enough to set to a certain dps. It won't scale as well for the large portion of that game that extends past 65. For physical hits, the upgrade to caster's weapon skill is half of what is involved in hitting. A substantial bonus to dex would help up dps but I don't have a suggestion for how much.
I doubt a simple illusion can give more hits a round, but it would be a nice option.