Now there is couple of things I think should be addressed (marked in red in the spreadsheet):
-15 Diplomacy Racial Ability should go. They are already at 45 compared to average 121. This will put them at 60 which is still 30 lower then Korath and Drengin. They are supposed to be weak at culture, and culture=/=diplomacy.
Their Social and Military Manufacturing should be reverted back to 20 from 15. They are supposed to have strong manufacturing, right know they are just slightly above average and even Korath/Drengin with tech trade can outproduce them. Yes, Collective have +1 manufacturing more then a factory of the same level, but between 13mp Collective vs 12mp Industrial Sector it is only 8% power difference. And we already nerfed Manufacturing Vortex by 5%. Give them 20 manufacturing each and give them bonus to their government tech - it's cost compared to bonus it gives is inadequate. 5 each to first tech, second tech 5 Social 10 Manufacturing, and last tech same bonus as Creative Insight. Then this tech will be at least worth the effort. It is not worth spending time on it past first government tech.
Also, in vanilla Yor never had Tidal Disruptors - their soldiering is now through the roof. I say lets cut it out of their tech tree.
Increasing cost of the building of University and City of Learning plus lowering CoL output should be enough. I also think their Social bonus should go as Central Mine gives a strong early boost for it's price, and their SA is super powerful. -5 Research can go then as well, as it barely makes any difference.
They mostly got buffed, I played only couple of times with them, so I don't know how much stronger they got. Anyway, their AI at least have some chances against others. Still, they are great ship builders, so maybe stuff +10 Weapons somewhere in their tech tree?
Their Biosphere Modulator comes into play late and after planet hits it's limit, it only takes up valuable space. AI already builds Recruiting Center reliably, so lets make it a SP with 15% pop growth instead.
Their Weapons bonus: remove -20 penalty, but reduce tech bonuses so they still hit +40. And give them some other weakness elsewhere. Scrapping tech completely is bad, and their 'weakness' is actually one of their strengths.
They seem fine as they are. Their SA is weakest of every other race, but they seem to do alright.
Seem ok as well. They get access to some unique techs and are average in everything, so no need to change anything.
AI will always play stupid, player won't start build freighters from turn 1. They could use a small buff to range, but that's about it. They should be doing just fine in hands of a player.
They have an astronomical amount of +Diplomacy techs available to them - even more then Terrans. Sadly, it seems this is the only thing going for them as they don't excel in pop growth, morale or economy, or the military and it's production, so I have no opinion on them.
Super Hive combined with starting "factory" of 12 mp will always result in them winning the colony rush. Thankfully, this is countered by their inability to power their economy with 8b cap on their worlds and medicore economy/morale, so let them stay this way.
Their weakness is not Soldiering as much as lack of +morale improvements. Lowest Economy and lower then average pop growth results in them doing worse then other races. Their +50 Economy 1pp comes late, so before that, they are push overs. If left alone, they can catch up with others. On smaller galaxies or with many other AIs they will almost always be bad.
No real fix without making them too strong in the late game. But to help them a little bit, I say lets give them +10 Morale somewhere in their tech tree - Dream Conclave is strong in the beginning, but they lack of any bonuses from techs and it will prevent their taxes from ever going above 49 or even 39. If not morale, then we can double bonuses they get from their economy tree, so they get +30 instead of +15. So they keep low morale, but get more revenue from taxes.
Also, Interstellar Refinery description:
<Details>An Interstellar Refinery increases the production of our planets by an incredible amount. We don't completely understand the technology ourselves hence it cannot be traded or stolen). The technology came from the Precursor archives that we have available to us.</Details>
They do ok, no real need to alter anything.
From the spreadsheet it looks like they got low Influence, but they more then make up for it with improvements. Also, the amount of Espionage they get from their GAs is too high, even for Super Spies. 75% is too much. Also, to really give them a weakness, increase cost of their research technologies like I presented in previous post. -10 Research hardly does anything.
Oracle of Krynn. It used to be 100 planetary Morale, now its GA with 50 Morale Ability. That's way too much. Reducing it to 20-25 still makes it powerful, without breaking the game. Think about it this way: if they have 4 planets, +50 Morale Ability makes it as good as +200 on one planet, and the more planets they have, the bonus is greater. Nerf hammer go go go!
I might have missed some SPs or civ specific GAs, but I hope I covered everything.