I feel like the racial skills can't feel that fun if they are all stats, or translatable to stats
For example imperial's new red diamond, not a bad skill now, but it's basically regen, since it procs every 5 seconds, you can literally translate them to regen stats
Now some racial skill tweak I come up with
Note that I do NOT claim those are more balanced, but more fun. If it's a fun and not overly OP skill, the numbers can be tweaked to be balanced
Altmer: (keep the original 2000 mag and 258 spell damage as stat improve)
Recharge: Whenever you use an ability, 15% of the mag/stam used is converted to stam/mag. This ability can proc every 6 seconds, while mag and stam conversion are on different timer.
+ immune to concussed effect
Argonian: 4.3.2 abilities + 0.1% of the healing your healing ability heal others convert to your potion cooldown reduction (only count 1 of the healed ally for aoe heal)
Bosmer: 4.3.2 abilities + double the next light attack's poison proc chance after dodge
Breton: 4.3.2 abilities + triple the resistance if the one damaging you have the same Burning, Chilled, or Concussed effect you have. The base resistance can probably nerf down a bit to make it not OP. You can apply different effect on your opponents to make you more tanky against their attack, but also note that nord, dunmer and altmer have one of the effect immune
Dunmer: 4.3.2 abilities + whenever you cast a mag/stam ability, your gain a weapon/spell damage (opposite to what you used) buff for 10 seconds. Only 1 of the spell/weapon damage buff can be applied and they cannot be refreshed while active. I cannot determine a good number on this one so I will leave it to you guys.
Imperial: 4.3.2 abilities except changing conditioning to heritage: +2000 stam or mag depending whichever is higher. Red diamond change was hard-earned and I don't want to suggest anything drastic, so I only hope to have the stam buff to stam or mag buff, making the race practically viable in both stam or mag build
Khajiit: 4.3.2 abilities except for feline ambush, change it to +6% crit, but adding 1%crit for every second you stay in stealth, up to 4%, the buff stay as long as twice the time you stay stealthed, but capped at 5 seconds.
Nord: 4.3.0 abilities but for stalwart also gain 1000 max stam for 5 seconds (without adding the resource), but remember the stalwart ability proc every 10 seconds
Orc: 4.3.0 abilities except for unflinching rage: change it to everytime you deal damage with weapon you gain 1% crit chance, 50 weapon&spell damage and +2% damage receive & -2% healing receive, it can stack 4 times (ultimately 4% crit, 200 damage buff but +8% damage receive & -8% healing receive), 1 second buff but refresh everytime you gain a stack. might be overpowered and need tweaking, but berserker style is more fun and you or your opponent can kill each other quite quick
Redguard: 4.3.2 abilities + increase immune CC time after you break from CC. Basically also with the added snare time reduction you are a tough warrior that will keep going even with all the CCs trying to overwhelm you