So I know that there are many threads about this already, but I didn't want to side-track any of them with a new ideas that would likely get buried anyways.
The prevailing theory is that the racial abilities are not balanced, and I agree. There are some races that get lackluster choices that do little, and other races that get good bonuses and even damage-dependent-stat increases, allowing them to do more damage with either weapons or magic, in addition to having larger pools of resources. While the lackluster bonuses are enough to get some changes made, I also feel like the stat increases are causing a part of the problem. However, unlike some of the other suggestions I've seen, I also want race to matter. I don't think that Redguards should necessarily make good mages, nor should High elves be great at weaponry. But each race should give bonuses that allow them to be played in multiple styles.
As such, here are my overall ideas, that will be expanded upon in the race-specific sections below:
1) Increases to the health pool are fine.
2) Increases to Stamina and Magika pools will be replaced with cost decreases for the respective pool at various scales. If this conflicts with other passives in the racial line, then the old racial cost decrease skill will be adjusted to something else.
3) "Fluff" passives need to be worth it in order for people to think that they are useful. Many of these will be adjusted.
4) Extra XP gains in a single line are fine and won't be touched.
With just these four rules in place, I went through each of the racial skill lists and made the following (spoiler tags to keep the post a reasonable size):
AltmerSpellcharge: Increase in-combat magika recharge by 3/6/9%
Gift of Magnus: Lower spell costs by 2/4/6%
Elemental Talent: Increase damage with Fire, Cold, and Shock effects by 2/3/4%
ArgonianAmphibious: Increase swim speed by 50%. 10/15/20% chance for restorative potions to have double the effect.
Swamp Dweller: Increase Poison and Disease Resistance by X/2X/3X. Increase poison and disease damage dealt by 2/3/4%
Hist Skin: Increase in-combat health regeneration by 10/20/30% and healing received by 2/4/6%
BosmerY'ffre's Endurance: Increase in-combat Stamina regeneration by 3/6/9% (since other passives got increased, this needed to be balanced)
Woodland Resolve: Increase Poison and Disease Resistance by X/2X/3X, Decrease stamina costs of skills by 1/2/3%
Stealthy: Reduce stealth detection by 1m/2m/3m, increase damage from Stealth by 3/6/9%
BretonGift of Magnus: Lower spell cost by 2/4/6%
Spell Resistance: Increase spell resistance by X/2X/3X
Magika Mastery: Increase spell critical by 2/4/6%
DunmerDynamic: reduce magika and stamina skill costs by 1/2/3%
Resist Flame: Increase Flame Resistance by X/2X/3X. Passive chance to purge burning effects of 10/20/30% per tic
Flame Talent: Increase spell damage with flame effects by 2/5/7%
ImperialTough: Increase max health by 4/8/10%
Conditioning: Reduce stamina skill costs by 2/4/6%
Red Diamond: Melee attacks have a 10% chance to restore X/2X/3X health
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KhajiitRobust: Increase in-combat Health regeneration by 10/20/30%. Increase armor by 1/2/3% for 4 seconds after entering combat
Stealthy: Reduce stealth detection radius by 1m/2m/3m, increase damage done while in stealth by 3/6/9%
Carnage: Increase weapon critical by 2/4/6%
NordRobust: Increase in-combat Health regeneration by 10/20/30%. Increase armor by 1/2/3% for 4 seconds after entering combat
Northern Resolve: Increase Cold resistance by X/2X/3X. Increase healing received by 2/4/6%
Rugged: Increase damage reduction by 2/4/6%
OrcBrawny: Increase max health by 2/4/6%. Reduce stamina skill costs by 1/2/3%
Robust: Increase in-combat Health regeneration by 10/20/30%. Increase armor by 1/2/3% for 4 seconds after entering combat
Charger: Reduce Sprint Cost 4/8/12%, Increase Sprint Speed 3/6/9%. Activating a charge skill increases weapon damage by 2/4/6% for 4 seconds.
RedguardExhilaration: Increase in-combat Stamina regeneration by 3/6/9%
Conditioning: Decrease Stamina skill costs by 2/4/6%
Adrenaline Rush: Restore X/2X/3X Stamina when damaging an enemy with a melee attack (once per 5 seconds)
Changes to percentages could be altered to keep balance. But I feel like this way we could still get some racial balance while keeping the flavor of the races.