Overall, Looks Good!
Almost all of these abilities have a precedent. Damage resistance is shared by dragonborn. Proficiency in what is essentially a two handed weapon does not currently exist RAW -Dwarves and Elves are only proficient in 1 handed weapons- but I don't think this is a big deal. Any class that isn't proficient in a two handed weapon probably doesn't want to use one anyway.
Rebalancing of Bear Paws
Bear Paws. You have proficiency with your claws and teeth. Your claws
deal 2d6+Str slashing damage and your teeth deal 1d8+Str piercing
damage. Due to your clumsy paws, you can’t use any artisan's tools,
musical instruments, light weapons or finnese weapons.
I agree with Dan B that it would be helpful to parse these out for the sake of readability. I also agree that it's important to prevent the claws from being used as monk weapons. That said, you don't want to remove all flavor: if you bump the bite damage down to 1d6+Str, it will be the same as the Lizardfolk's Bite ability, which is a natural weapon that can be used for monk abilities.
It might also be good to note that these are both "natural weapons" in order to better ground them in the system.
I don't think there's any need to state how many attacks you can make with these weapons per round. None of the natural weapon abilities of RAW classes do this. No weapon description does this. Your claws are weapons, natural weapons - the rules already provide ample guidance on how weapons can be used.
Finally, it is vitally important that you specify that a claw attack requires use of both paws - otherwise, your class could use a shield in one hand and a 2d6 weapon in the other.
Smaller Concerns
The swim speed is perhaps too high, not just from a narrative perspective (a bear that can swim as fast as it can run?) but also because it is the same as the Triton swim speed, and it's probably preferable to not steal the aquatic stage from the fish people race.
From a narrative perspective, I'm curious how the bear can use any weapons at all, but that might be too strong a debuff.
In line with other spellcaster-created creatures from the MM, you might change language from "Common" to "One language known by its creator". Also, maybe "You can speak, read, and with great difficulty write in one language of your creator." would be more appropriate given the trouble using tools?
It is way overpowered
Base characteristics
In general, 5e races are not that impactful. They give some ability score bonuses, some proficiencies, and some minor benefits. Contrast this with your race which, even disregarding subraces, has two parts that both individually would be stronger than all the benefits of any other race. These are:
You have resistancd Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered
Weapons.
and
starting at 11th Level, you regain HP equal to 1+your constitution modifier at the beginning of each of
your turns.
The first of these is simply very strong, to the point that you take half damage from most attacks, at least in low-level play. The second, apart from giving healing in combat, gives full HP between fights. This is entirely contrary to the design of 5e, which is built as a resource management game, and should therefore under no circumstance include infinite resources (healing). The first has as its closest parallel resistance to necrotic, fire or poison damage that some races get, and the second has no parallel in races at all.
The healing does have some comparable class features, as an 18th level Champion Fighter automatically heals to half health, but note that healing to half health, as opposed to full, does not completely negate health-as-a-resource, as a Champion will still have to use some form of healing (hit dice, healing spells, long rest) in order to attain their maximum survivability. There is also the UA Wild Soul Barbarian who could create infinite resources through its 6th level feature, but this was likely an oversight and will not become an officially published class.
Size, languages, +2 con, speed and age all seem fine to me.
Subraces
The subraces give some normal benefits, such as darkvision and keen senses. These are fine. They also give two more ability score increases, which puts them at the higher end of races. This wouldn't be a problem if it weren't for the other strong aspects.
Hybrid forms
These are very strong, but are not the worst offenders still. Some of them give flying or climbing speed, some give very high natural AC, some give yet more resistances, some give much higher movement, some give advantage on skill checks, and the biggest offenders give pack tactics or bonus action attacks.
This is all too much on an already packed race.
Full forms
Here we let go of all balance concerns.
As an example, the wereboar now has natural weapons stronger than any non-magical weapon (2d8), and it can do an even stronger attack as a bonus action, which not only deals 2d12 damage, but can also displace, prone and curse an enemy. It gets 6(!) more ability score increases, and gets natural armor for an AC of 23 if it has maxed out CON. To top it off, it has poison immunity.
This is all simply too strong. Any part of it on its own would be too strong (except I suppose poison immunity), and all together it is certainly too strong.
The drawback
As for the drawback I largely agree with Dan B's answer, that the drawback mechanic does not work. Indeed, the drawback tends to hurt allies more than the lycanthrope itself. It also gives more work to the DM, who will occasionally have to control a PC, and it also stops happening at some point, as eventually the drawback disappears.
However, although there are problems with the implementation of the drawback, there is also the more fundamental problem that drawbacks don't really work. Consider a theoretical drawback that is both fun and makes the race on average about as good as published races. That means that every combat where this drawback does not trigger or matters less, the lycanthrope is way, way stronger than other party members. If the drawback does inflict its woes, suddenly the party is handicapped to such a degree that they cannot overcome obstacles that they reasonably should be able to conquer. This makes it impossible to balance encounters, and perhaps even worse, puts the lycanthrope in the spotlight all the time, which takes away from the enjoyment of the other players.
You say that you don't want small benefits and drawbacks, but unfortunately that is the only way to make a balanced 5e race.
Comparison to other races
Comparing the lycanthrope to other races directly is essentially impossible, because of the sheer amount of features. So, let's compare the amount of features.
For the amount of features of the lycanthrope, I largely refer to the question and the rest of the answer. There's several features of the base race, combined with complicated rules for (in)voluntary shifting, then there are features for each subrace, for each hybrid form, and for each full form.
Compare this with, say, the tiefling. The tiefling has ability score increases, darkvision, two languages, resistance to fire damage and three spells. That's it. This is roughly the amount of features races have in 5e, and this is what it's balanced for. What you're trying to do is simply impossible.
How to make a lycanthrope
So then, what to do with the idea of making a lycanthrope? I recommend one of two things. First, you could simply redesign it all, placing a heavy emphasis on flavor but being extremely conservative with features that affect combat prowess. Second, you could try making the idea into a class. Classes are "allowed" to be much stronger, as it is where most of the power of a PC comes from. To do so you will still need to scale it down significantly to start with, but with more levels can come more powerful abilities.
Of course, NPC creatures have no real concern for balance, so you could certainly turn it into something to fight against, as opposed to something to fight as.
Best Answer
I'll start saying that yes, it's balanced overall, but might be weaker in combat than other races.
The only combat-relevant feature I see is the resilience against diseases.
Let us compare with other races, focusing in combat features. I'll ignore the +2/+1 ASI, as this is default for everyone. This means I'm considering your race having a +0.5 score in combat. I know speed and darkvision have some influence in combat, as well as keen senses in terms of not being surprised or surprising the enemies, but I mean from a DPR/Tankyness combat sense, or things that directly influence saving throws, attack rolls and damage.
Gnomes
Advantage against Wis, Cha and Int magic is certainly stronger than resilience against diseases. I don't think I need to argue much about it - the guide itself gives a 2 score for the Gnome.
Half-Elf
Half-elves get +1 ASI, which is a +1 score for combat. They also get Fey Ancestry, which is arguably as useful as your resilience in combat, meaning their +1 ASI is the major difference.
Half-Orcs
Relentless Endurance and Extra Crit give them +1.5 score in combat, against your +0.5.
Tiefling
Fire Resistance and Infernal Legacy again give a +2 in combat.
Dragonborn
They have the worse score in the guide, but their damage resistance is certainly more meaningful than yours, in average campaign scenarios, and Breath Weapon has its situational uses.
Halfling
Lucky by itself should be as useful as the resilience. Lightfoot has Naturally Stealth, which pretty much nullifies the -1 from size (which I already think is overestimating how bad it is to not be able to use heavy weapons or -5ft) and Stout has Poison Resilience. Both also have advantage against Frightened.
Elves and Dwarves
Both already have greater scores than other races (7+), but again, both have more combat-focused features (either +1 ASI, +1 HP/level, cantrips...)
Human
Let's be fair, normal human is a bad race. Even if the guide gives a 6 total score because it gives +6 ASI, hardly any class is actually using these to their full potential. Your race is better than normal humans, but I'd say any race is.
Variant Human
On the other hand, Variant Human might be the strongest race in the game, depending on the setting (mainly how much not having Darkvision will hurt them), since we have some strong feats. It's hard to compare since it depends on the feat chosen, but I'll argue that Sharpshooter beats +1 ASI and Resilience against diseases combat-wise.
All of this is just to say: compared to other races, you might be lacking a combat-focused feature.
Notes on the Ability Scores given and classes likely to use this race
Similar to how Normal Human is considered a bad race because +6 ASI doesn't mean much when there's no class or role that will use each score, let us quickly review your Ability Scores to see if they are indeed worth the +3 Score.
Heartwood
+2 Dex/+1 Wis: Ok, this is similar to Wood Elf, it's certainly useful for Ranger, maybe Druids. I do think Wood Elf is slightly better choice for both, balance-wise, than your Heartwood, but not enough to make it a "not a choice" scenario. (i.e. I think this is already balanced enough, but you could give an extra .5 feature to make it a more fair choice)
Woodland
+2 Dex/+1 Con: Certainly useful as well. Con is pretty much a secondary stat for every class. Dex Fighters or Rogues can make use of this stat distribution. I would say that, similar to Halflings, this would be taken mostly by Rogues.
I think the comparison between Stout Halfling and Woodland Mice depends on how strong will Darkvision actually be, compared to Lucky.
City
+2 Dex/+1 Cha: Again, similar to (Lightfoot) Halfling, so we would expect it being chosen by Rogues. Bards and Sorcerers can also benefit from it.
I think that, similar to Wood Elf x Heartwood, Lightfoot Halfling is stronger, mainly due to Naturally Stealth and Lucky, but not enough to completely dismiss your mice as a choice. Again, Darkvision being more relevant than usual can make your race get closer as well.
Conclusions
Your race is not "too weak", but I think it is slightly weaker, mainly for combat purposes, than the existing ones. You could certainly give an extra .5 score feature without making it overpowered. As a suggestion, some kind of Hiding feature, similar to Naturally Stealth and Mask of the Wild, preferably weaker than Naturally Stealth though.
As a side note, I really like the flavor in every feature you put there, and I would certainly pick it as a race for a PC of mine , even if it's suboptimal.