This post made Dunmer great again.
Ju'rohn!
As a dunmer I have always been very sceptical towards the approach of human game design. The nimwiit that run nirn on a neither mechanical nor magical device (and a device jubarhu it is!) somewhere in n'wah cattle land need to be educated about the true power of our people. A power of which they have obviously very little knowledge and respect.
The transformation of racial passives from a percentage amplifier to a fixed stat bonus has a profound impact on character design. While the former idea of amplification with percentual stat increase has been abandoned, the racial passives were brought in line with the sets, consumable and mundus system. This is an important point, so I want to stress it. Whereas in Update 20 the
racial bonuses were amplifying and enhancing a certain stat arrangement created from sets, consumables and mundus stones, they
now are just integrated into the selection of character stats and procs you can pick. It is now - from a theorycrafter's point of view - of
no difference, wether you obtain a certain flat stat from a set, a consumable, a mundus stone or a race.
Focussing on the only relevant race, the Dunmer were granted 1250 Magicka and Stamina, 600 Health and 256 Weapon and Spell Damage. This may seem like a lot of stats for the s'wiit but I can assure you, it is a grave mistake. The attributes of stamina and magicka and health are fairly interchangable with sets, traits and mundus stones or attribute points. While one stat can be transferred into the other in a 1:1 ratio, a stat can also be transferred into all 3 stats in a 1 -> 0,5:0,5:0,6 ratio by the means of triune jewellery or prismatic glyphs. That means that the combined attributes of 3100 of the dunmer actually only translate into ~2k of effective magicka or stamina.
EXAMPLE: An Altmer could trade his racial magicka (2k) with e.g. triune jewelry into
1k stamina - 1k magicka - 1.2k health and reach even better stats than a dunmer's
1.2k - 1.2k - 600.
Why even better you ask, n'wah? Let me shed light onto combat in ESO. You stack the stats your damage scales off. (Period!). The only things that hinder you doing so are the fear of one shots as well as the need of stamina in PvP as a magicka class. Obviously a high elf would be able to get higher health for lower relative magicka cost by the "triune/hakeijo" approach.
So what about stamina you ask? Let's put the finger into the intellectual wound of race design.
While Altmer get an equivalent of 191 Magicka regen [575 return / (6 seconds cooldown * 2 tick every second second

)] for using class abilities, dunmer get nothing sustainwise. So while Altmer could for example drop witch mothers/citrus filet for a more effective triple max food and 1 magicka recovery glyph when the need of stamina occurs, dunmer cannot or only for a much higher price:

No racial passives - nighblade PvE endgame build (siroria/spell strategist/zaan/iceheart/vMA Destro) with witch mother:

No racial passives - nightblade PvE endgame build from above with 1 regen glyph and triple food:

The damage stats stay basically the same (a little lower - we trade spell damage for magicka) while the amount of stamina and health you can obtain from changing a glyph and food is no match for the 3.5k crown cost of a race change to dunmer.
We can conclude -
from a PvE or PvP damage dealer perspective, Dunmer is now absolutely inferior to Altmer - which is basically blasphemy.
As a middle-of-the-road Telvanni diplomat I can therefore only advise you to rethink your decisions. Otherwise House Telvanni would finally have to settle the human issue by assigning you your place in the world as our commodity.
I recommend a mild fire damage increase (3-5%) on top of our "new" racial stats.
Tagging the class reps theory crafter for thoughts and input
@Masel