First, I want to start by saying I get it. Racial passives have been "a thing" since the early days of pencil and paper D&D. However, it is also true that not all things are good simply by virtue of having been done a certain way for "a really long time." This is certainly not the case in new and completely different context, like a modern MMO.
While I can respect the design of the developers to maintain character identity, I believe that both the idea and implementation of racial passives is a terrible way to go about this. Where the idea may have started as a way to diversify the player base and encourage people to play other races and factions, it has ended up being a min/max nightmare where you are basically forced into playing a certain "OP stamina" or "OP magicka" race just to be competitive at a target build.
Furthermore, the addition of cross-faction dungeons and groups and removal of veteran rank limits on zone exploration eliminates the reasoning that led to the adoption of the current system. I therefore would like to propose the following alternative/overhaul:
Character Trait Respec:
First and foremost, all races would begin with the existing passives as they are currently assigned. After a given "tier" (there are four tiers of racial passives for each race) is fully maxed in skill points, a player would have the option of visiting a retraining shrine to choose new assignments for each of these trees, for an associated cost per point invested.
Here are the four tiers and their respective options, along with the proposed cost to respec:
Tier 1 - Weapon/Armor Training Traits (3k gold to reset):
Details (from left to right):
Light Armor Affinity:
Increase XP gain in light armor skill line.
Heavy Armor Expertise:
Increase XP gain in heavy armor skill line.
Shield Affinity:
Increase XP gain in 1h/shield skill line.
Destruction Talent:
Increase XP gain in destruction staff skill line.
Archery Expert:
Increase XP gain in bow skill line.
Medium Armor Expertise:
Increase XP gain in medium armor skill line.
Restoration Expertise:
Increase XP gain in restoration staff skill line.
Ambidexterity:
Increase XP gain in dual wield skill line.
Two Handed Weapon Expertise:
Increase XP gain in two handed skill line.
Tier 2 - Minor Character Traits (5k gold per point to reset):
Details (from left to right):
Gift of Magnus:
Increase max magicka.
Brawny:
Increase health recovery.
Exhilaration/Y'ffre's Endurance:
Increase stamina regeneration.
Spellcharge:
Increase magicka recovery.
Robust Constitution:
Increase health and stamina recovery.
Amphibious:
Increase swim speed and potion use stat buff.
Dynamic:
Increase max magicka and max stamina.
Robust:
Increase health recovery.
Tough:
Increase max health.
Tier 3 - Lesser Character Traits (10k gold per point to reset):
Details (from left to right):
Spell Resistance:
Increase spell resistance.
Robust:
Increase health recovery.
Conditioning:
Increase max stamina.
Gift of Magnus:
Increase max magicka.
Resist Affliction:
Increase poison and disease resistance.
Argonian Resistance:
Increase max health and increase poison and disease resistance.
Stealthy:
Decrease stealth radius and increase stealth damage.
Resist Flame:
Increase flame resistance.
Resist Frost:
Increase frost resistance.
Tier 4 - Major Character Traits (15k gold per point to reset):
Details (from left to right):
Magicka Mastery:
Reduces the magicka cost of spells.
Swift:
Reduce sprint cost and increase sprint speed. Increase charge attack damage.
Adrenaline Rush:
Restore stamina when damaging an enemy in melee.
Elemental Talent:
Increase frost, fire, and shock damage.
Stealthy:
Decrease stealth radius and increase stealth damage.
Carnage:
Increase weapon crit chance.
Quick to Mend:
Increase healing received.
Flame Talent:
Increase flame damage.
Rugged:
Reduce incoming damage.
Red Diamond:
Restore health when damaging an enemy in melee.
Restrictions:
As mentioned previously you must level up enough to max out a given tier before you can respec. In addition to the gold cost, there would also be an exclusivity limit to prevent the same skill (Robust for example) from being selected for multiple tiers, where the option to do so exists.
Character Identity and Role Play:
I believe this is a much more natural and realistic way to handle these bonuses, and opens up the freedom to choose a race you like for looks, not for rigid OP passives. It makes no sense for example that a Breton Nightblade couldn't spend her life training to become proficient with blades, and gain an Adrenaline Rush when attacking in Melee. Are Redguards the only race that produces adrenaline? Do all other races of Nirn lack an adrenaline g land?
The same applies to all these passives. A character's unique identity should be specific to that CHARACTER, not their race, sex, religion, or anything else.
I believe this would add a richness and freedom to the game that is sorely needed in a franchise steeped in RPG potential.
All constructive input is welcome!