"A practical man can always make what he wants to do look like a noble sacrifice of personal inclinations to the welfare of the community. I've decided that I've got to be practical myself, and that's one of the rules. How about breakfast?" The Pirates of Ersatz, Murray Leinster
From your question I noticed a few things. Nominally, I completely agree with @mxyzplk's answer, so this should be in the way of an addendum.
It sucks to be the leader
In a RPG, it just completely sucks to be the leader. Most players when confronted with a plan, remember about fifteen percent of it for the first fifteen minutes. But they'll certainly remember when you deviate. Leaders get no additional responsibility and no perquisites, but they get all the blame.
In the military this is mitigated with the clear distinction between commissioned and non-commissioned officers. Not least because the isolation provides both support structures and necessary emotional distance (to a degree, of course). Being "elected" leader, especially with the pack dynamics of typical werewolf games is an extremely dubious honour that I'd flatly reject.
The fact that while you may be leader in character but not dominant over the player group makes things even stickier. You need to assert authority within the realm of the narrative without actually having that authority in reality. Again, something that will cause friction and resentment any way you cut it.
Depressing environments bleed emotions into play
The world of darkness does what it says on the tin. Having played in a horror game myself recently, the iconic themes of the world of darkness do not make for "happy" or, for that matter, validating game experiences in the main. (And, if they do, it's a violation of genre.) When you are faced with the stresses of being "leader" which are compounded by the stressors of the philosophies baked into the setting, no wonder you're having a rough time.
Some solutions:
On leadership:
Fundamentally, a gaming group is a relationship. Bad relationships that do not provide validation are a drain on mental and emotional resources. When they don't work, cut them off or change them. In your case, I'd play a game that's a bit lighter in tone and focus: a nice traditional dungeon crawl or similar heroic fantasy.
I'd also reject the leader role for all the reasons I outlined above. Or, if they force it upon you, demand the perquisites and authority that is concomitant with it: they can't have it both ways.
On the group:
I've found that group character creation creates a far more cohesive group. By having entangled backstories, the group can draw upon a deeper understanding of each others' characters, creating the basis for empathy and respect within the characters, instead of the necessary simulacrum imposed by players.
By articulating desired tropes, a "palette" (as Microscope) calls it, before the game begins, you'll be able to shape the narrative of the group in directions that you want to play. This allows you to avoid the nominally depressive tropes that come default with the setting (not limited to world of darkness) and describe a source for future characters to connect with the current group. Replacement characters, if they tie into the shared narrative, will continue to maintain the tropes and social trust.
Be practical:
As players, we shape our narratives to an amazing degree. Emulate Bron Hoddan in the Pirates of Ersatz. While playing, you will be aware of the desired practical outcome that will provide validation and satisfy your personal goals. With that outcome in mind, you then frame it in terms that suit both your character's narrative and the expected narratives of the other players such that they will act to reinforce your framing and thereby your outcome. If you fight their narrative control by "being a loner," it is difficult to achieve your own goals. If you help them work as a team and appear to sacrifice nobly on their behalf while executing your own goals... the entire process is smoother and more effective.
Note that I am not saying to lie. Instead, consider the causal constructions of your actions, the explanations for those actions to be an aspect of the role * separate* from the actions themselves. By manipulating the framing as well as the actions, you can provide the necessary hooks for the other players to support your version of reality, rather than rejecting it and, by extension, you.
Postscript
Looking at your comments to other questions, you should absolutely give this group two last tries. In the first trial (of one or two games), try a heroic romp where you can be "Big Damn Heroes." Require the players who need the spotlight be leader. In the second trial (again of one or two games), try a game where players can intrigue against each other (I'd recommend Ars Magica, but then again I recommend it for most things. Most games support PvP intrigue quite ably.) If neither game provides the validation you need and the spotlight the other players need, move on. Before you do anything, take a month break, sit down, relax, and try to game with some strangers. I'm pretty sure that if you go looking for games in the chat section of this site... someone will oblige. For more on the framing problem, I'd quite recommend Rule 34 by Stross, as it describes it in a delicious narrative context.
Metagaming
First, lets kill the metagaming ad hominem: "Metagaming is any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game. Another definition refers to the game universe outside of the game itself."
Optimising a combat-oriented character to be good at combat within the rules is not and never can be metagaming. You can't even mount a game universe argument that it is: a person who has devoted his life to being a wilderness warrior (aka a Ranger) is going to learn to be good at fighting or die!
Comparison
Hit Points
Your hit point edge is insignificant; an 11 hp advantage is, on average, 2 hits or 1-2 rounds more staying power in a combat (less if fighting multiple foes). When you consider that the Paladin has an ability to heal 15 hp with their Lay on Hands ability at the cost of an action, they effectively have more hp than you do. You do have a definite advantage if you are being hit by things like fireballs; on failed saves you are the only one left standing.
This is an edge but a small one.
Damage output
I will assume everyone has the same stat modifier on damage rolls.
If you are using your bow and choose to use a spell slot for Hunters Mark, you can do 3 + d8 (bow) + d6 (Hunters Mark) (avg 11) on the first hit and the same plus d8 (Colossus Slayer) (avg 15.5) on subsequent attacks. This is great if you are fighting a monster with lots of hit points; it is not so good against a dozen goblins since the first hit will drop them and your Colossus Slayer never kicks in.
Meanwhile the Paladin with a longsword and the dueling fighting style is doing 3 + 2 + d8 (longsword) + 2d8 (Divine Smite) (avg 18.5) (I haven't considered some of the really cool spells they have).
The Rogue is doing 3 + d8 (longbow) + 2d6 (sneak attack - a good rogue should almost always get this) (avg 14.5).
The Sorcerer has a plethora of options (Magic Missile, Burning Hands, and Cloud of Daggers spring to mind) or they can just fall back on a damaging cantrip for d10 (avg 5.5). If they are a gambler, Hold Person can end a combat with a single humanoid on one failed saving throw.
If the Bard wants to be handing out massive damage in combat then they chose the wrong class; that is not where their talents lie, they are an enabler - they enable others to do more damage.
The Ranger is not the best at handing out damage.
Overall, you are playing your character to his strengths; are the other players playing to theirs?
Pacing and Encounter structure
You say "I was typically able to go first in any combat due to high DEX, and dealt such insane damage that the guys going last did nothing".
I read "The encounters are underpowered".
Don't misunderstand me: it is the nature of RPG that the PCs will win (almost) every fight because they can only lose once. Most combats will be and should be cakewalks, they are there because combat is fun and they consume resources. That said, they shouldn't be so insignificant that they are over before the first round ends. A quick combat like this is great if the players have planned and executed a great ambush, its not great if it is just way underpowered.
If you have enough spells to use a spell in every combat then you are not having enough encounters between long rests. Burning through spell slots for a non-core spellcaster should be a tough decision: "Do I use it now or will I need it latter?" If you are not thinking this, at least briefly, all the time then your DM is being easy on you. Fights early in the day will usually be easy but this is due to everyone having lots of resources, as you burn through spell slots and hp the same encounter becomes much harder.
Also, the structure of encounters matters. 5 PCs on one monster is an easy fight (unless the monster's CR is extremely high for the party); the monster can only target 1 PC while copping damage from all 5. 5 PCs on 5 monsters is much harder; the tough PCs have to control the battlefield or the squishy PCs will get squished. 5 PCs on 15 monsters, even very weak monsters, is really hard; everyone is copping damage and the fight will last 4-5 rounds minimum.
Best Answer
It sounds like you have a basically functional game and group with some tweaks that need doing, so no need for anything drastic yet.
I am often the dwarven battle cleric so I get myself into the same kinds of situations a lot. I know this frustration well. And here is the key, so does your high-WIS Druid. They know better in character too.
So here is the idea and it has worked well for me when playing in groups where I am not close friends with the other players: in-character post battle analysis. I emphasize the post battle part. Let combat play out how it will next time but afterwards when you are safe ask you if that could have gone better. Take that time to suggest how a decent plan b might have made things better. Make your case for being more than a wild shaped tank of HP for them to exploit.
Doing this after the battle means that no one is in danger. You aren’t suggesting to someone else that they need to get injured right now because you don’t want to. The stakes are lower and the goals are accomplished so you get to take a “ how to do better” approach and develop those characters some more.
If you want to deal with this out of character again do it after the battle with a “hey guys I’d like to be able to throw more spells in combat for my fun, so I don’t want to be wildshaped all the time.”
Again it sounds like you have a long standing group and game so you have some good will with everyone to work on making this game more fun for you. And maybe it will make it more fun for them as well.