1. Remove skill points from Racial passives altogether and introduce Racial points that are awarded every so many levels.
2. Have 6-7 Racial passives with varying levels to choose from. Only give enough points to fill approximately half of these passives.
3. 3-4 of the above passives are Racial specific (basically what they are exactly now).
4. Have 3 -4 that are more generic, but slightly less powerful than they would be on other races. An example would be to have Stamina and weapon damage buffs on an Altmer, but instead of 2000 and 258 respectively, they could be at 1500 and 200 (TBD what would be best, but an example). You could name these something along the lines of "Rebellious Nature", so that it doesn't really break lore, but can allow the non Min/Maxers to play a somewhat effective Stamina build on an Altmer.
5. Alternative to #4 would be to have just one additional Racial passive than what already exists, but it would swap Stamina/Magick as well as Spell/Weapon perks on all racial passives, but would cost 2-3 racial points, so that they wouldn't be as effective as being the originals, but almost as effective. So instead of getting 3/3 on all 3 Racial passives, you would spend 2 points on the swap, and only be able to get 2/3 2/3 and 3/3 on the perks.
Thoughts?