Dragon Magic and Draconomicon (both supplements put out by Wizards of the Coast for 3.5) have some feats and stuff that are useful to Dragon Shamans, though Draconomicon is more about helping DMs run dragons. I don't have either, myself, so I can't give any suggestions based on them. ^_^;;
In general: Dragon Shamans have some good utility and flexibility, but each Dragon Shaman is likely to be pretty narrow in their abilities. My halfling copper-dragon shaman for example, was sneaky and a good liar but not much else; he had some toughness, a bit of healing, and a bit of damage output, but wasn't much use in combat (never got to the point of gaining a breath weapon or touch of vitality). Dragon Shamans have so few skill points and class skills, plus they need several ability scores.
The energy shield and breath weapon of a black or copper Dragon Shaman is probably most useful, because relatively few monsters have any kind of special defense against acid. Blue and bronze Dragon Shamans are the next most useful in that regard, as electricity is likewise rarely resisted, but has the drawback of some monsters absorbing electricity for some benefit (certain golems, shambling mounds, etc.). Black and copper Dragon Shamans also have useful adaptations (water breathing and spider climbing). Silvers also have a useful adaptation (feather fall). Reds, blues, whites, and brass have the least-useful or most-rarely useful adaptations.
For a melee-oriented Dragon Shaman, put a good score into Strength (16+) and Constitution (14-16), an above average score into Charisma (14+), and the rest is up to you. You'll need good Strength to help you actually hit stuff in combat. You should have good AC, or at least decent AC if you use a two-handed weapon (my halfling went with Shield Specialization etc. instead), but Constitution will still help, especially once you get your breath weapon. Charisma is roughly as important, but more or less worthless to you until Touch of Vitality.
You won't have enough of an attack bonus to make much use of Power Attack, so take Intimidating Strike instead (PHB2). You still can't use it too often or too heavily, but one successful use alone will make an encounter easier. Vexing Flanker (PHB2) with Combat Reflexes (its prerequisite) will make you much more accurate when flanking an enemy, if your group works well enough together to get plenty of flanking opportunities. Combat Focus, Combat Stability, and Combat Vigor (all PHB2) may also help at mid-upper levels. Weapon Focus is probably a worthwhile choice as well.
Dipping a level into Barbarian, Rogue, or Fighter can help boost your combat ability (with rage, or sneak attack for flanking etc., or a bonus feat and better proficiencies). Dipping a level into Crusader or Warblade (Tome of Battle: Book of Nine Swords) can really help too (with Warblade, you could take Punishing Stance, Steely Strike, Steel Wind, and Stone Bones for a bit more offensive and defensive power). Feat-wise, the Tome of Battle also has Ironheart Aura and Vital Recovery that can be useful if you dip into Warblade for one level.