Existing Tomes:
Replace the Queen entirely by a Carrier. Allow it to summon Infes Terran, Scourge, Broodlings that will die, and Interceptors (default). Interceptors are swarmy-ish after all.
For the DA, beware how some players will MC other player's units. I'd suggest just detecting MC of important units like Tomes and Bosses; let the MC summons slide. I'd also suggest making non boss enemy units much weaker than your typical summons, that or make MC cost a lot of energy with no easy means to spam MC, or make MCable units unupgradable (+0 per upgrade). I'm also still against reanimate if it allows you to summon a large number of Hydras that are easily upgradable (+0 per up isn't too bad though).
The thing you want to avoid is being able to litter the map with large numbers of upgradable summons that control every freaking spawn point for farming purposes. Zerglings do this. Hydralisks do this. MC does this. It breaks RPGs like Quests Open RPG, where I ended up taking over any decent farming spot so no other player could achieve my level of income (I could afk, eat dinner, come back, and upgrade to 255 in everything). Note that as long as Goons and Reavs require Shield Batteries to be useful and Terran Infantry the Bunker to be useful, those particular summons won't have this problem.
More Tome Ideas:
This one is iffy. Ghost hero with cloak/lockdown/nuke and one other ability. If you dislike the nuke itself, you can time when it hits the ground (it's been done before) and give it another effect just before it blows. Lockdown synergizes well with the Dark Archon as they disable a good portion of possible enemy units. Cloak and nuke are self explanatory together.
Thinking on units with multiple upgrades, there's Marine and Zergling. I'd personally go with the Zergling as the range upgrade on the Marine won't help that much unless there's a lot of Marines. Zergling can then have 3 upgrades. Movement speed up. Attack speed up. Burrow up (will affect infested terrans too); you can use burrow detection to give him a bonus like 1 second invul when he does it. He then needs 1 more spell. Ensure that the Zergling hp is low enough that he's a hit and run unit.
General Ideas, not full tomes:
Give me more info on the Lurker usage you planned on.
Dweb is a great spell, though I'm not sure how you'd apply it. Perhaps allow the Dark Archon to summon a Corsair with Dweb?
I know you dislike Arbiters, but consider lowering its hp and making it completely stationary, where you can only move the Arbiter itself by swapping tomes.
Perhaps a Hydralisk hero that makes use of its Egg form (make Lurk take over 65000 to build) or a Muta that makes use of its Cocoon form. I'm not sure how you would want to use them though. A more complex idea would be to move enabled Larva (so they don't die off creep) and use a morph to do something. This might conflict with your tome swap system though.
Also consider using Infes Kerrigan for Ensnare and Consume purposes. Unfortunately, you can't disable psi storm on her as that makes high templars redundant...
None.