Edit: v0.2 is available for download. See readme for changes.
Well, I know it is a bit premature to be modding Twilight of the Arnor, but I just couldn't help myself! Think of it as me beta testing the beta's modding capabilities.

Anyway, I've uploaded my mod for the Yor. The basic goal was to make the Yor Collective... well, more "Collective"-like, alien, and interesting.
Here's a list of changes (copied straight out of the readme):
-All Yor unique Techs aren't tradeable or able to be stolen.
-The Yor's propulsion tree ends with Impulse Drives. However, they now have two more Stellar Stream techs. The first one is also cheaper to research.
-Collectives now produce both Production and Research, with lesser amounts of Research. The maintaince is a little higher on them, but it is better than any other race.
-Also, all Collectives produce 1 food each. Don't worry, there is a way to manage your population to make sure it doesn't get too high (at a cost, of course).
-The Yor, obviously, no longer have the traditional Research tree. Instead, the have a small tree that gives slight bonuses to Research, Creativity, as well as some research boosting buildings (including the Tech Capital), all leading up to the Tech Victory line.
-The Research Matrix now gives +25% research instead of +12 research, but is not available from the beginning.
-The Manufacturing Vortex now gives +25% Production for the same cost.
-The Distributed Energy Matrix gives +75% Production for the same cost.
-Cybernetic History gives +20 range. Also, The Spark of Life techs also give +range bonuses.
-The Yor don't have the Traditional Life Support techs. The Charging Stalk techs give them Support modules, however.They are slightly better than the tradtional modules, but more expensive.
-Charging Stalk techs are slightly more expensive to research. The first one now requires the first Spark of Life tech.
-The Charging Stalks now give +Morale and +Pop Growth (instead of +Food). The Basic Charging Stalk's Morale bonus was boosted to +10.
-The Maintaince Grid now gives +10 Economy and +10 Morale instead of +20 Morale
-The Efficiency Techs all give +10 Economy and +2 Morale, but are slightly more expensive to research.
-The Efficiency Center is now an upgrade to the Maintaince Grid.
-The Efficiency Center now gives +25 Economy and +25 Morale.
-The Terror Drone bonuses to Soldiering are boosted slightly.
-The Yor have to research the Traditional Tier 1 weapon techs, then their unique Tier 1 weapon techs before moving on to Higher Tiers. (I intended for the Iconians to have the same drawback, but forgot to remove it for this particular release. It also needs to be a little better integrated...)
-New Planetary Improvements:
Yor Recycling Centers - Recycle those excess, useless Yor to gain a bonus to efficiency (economy) and production. Your citizens might not appreciate the use of the building though...
-New Tech Lines:
Compliance Algorithms - Increase the Loyalty and Morale of your citizens by reprogramming them. Also lets you make better use of the Recycling Centers, without all the messy consequences (eventually).
Assimilation - Research how to integrate those pathetic Organics a little better into the Yor network. Being able to be a citizen proper (and not just killed and replaced with a Yor unit) makes the Yor a little more tempting to rebel to... (increases Influence)
Specialized Soldiers - Modify your Yor units specifically for easy transportation and combat efficiency!
Gives a bonus to Soldiering and Courage, as well as a 1500 Troop Module.
Sentient Ships - Skip the bulky, confusing control mechanisms of ships and directly integrate Yor minds into your ships! Increase their efficiency, and even let them repair themselves!
Some notes on things I'm unsure about in this version:
While I like the idea of Collectives being a catch-all building for the Yor, I'm concerned that there will be less "strategy" with regards to planet design and the Yor. There really isn't that many less planet design decisions to be made than the default TA Yor have (splitting the Collectives into Manufacturing Collectives and Research Collectives would give just about as many planet design decisions, if not the same). I'm also unsure of how it really affects their production/research capabilities, either.
I'm quite pleased with how the Collectives giving "food" affects the Yor's image as a Collective. However, given GalCiv 2's massive morale penalties past 19 billion people, it could potentially be difficult to manage populations. The Recycling Center was added to help manage max Population limits, but at a cost. Is -3 max pop enough to keep Max pop's below 19bil in most situations? Does the building provide enough compensation for the Morale penalty it inflicts (note, this is lowered, and eventually eliminated by the Compliance Algorithms techs)?
How does having the research two different sets of Tier 1 weapons before moving on to higher Tiers really affect the Yor's military capabilities?
Lastly, I have a horrible sinking feeling that I may have thrown too many bones to the Yor while making this mod. Sentient Ships/Self Repair in particular stand out as something that isn't really needed by the Yor. Maybe the Assimilation techs, too.
Anyway, if you are unhappy with the way the Yor are presented in TA currently, then go ahead and give my mod a try! And please, leave feedback of any kind!