I like that each race has different perks to differentiate them, but it's always bothered me that at the endgame meta you put yourself at a disadvantage using a race you like with an inappropriate build. I would like to suggest an enhancement to the current racial passives system to remedy that.
I'll use my preferred race (khajiit) as an example. Here are the current khajiit racials (I'm omitting racials related to things other than stamina/magicka, like the stealth racial or armor/weapon racials):
Nimble
Increases your health recovery by 6/13/20 and stamina recovery by 3/6/10%
Carnage
Increases your weapon critical by 2/5/8%
Now what I'd like to suggest is that each of these types of racial skills, once maxxed at 3 points, is given the option for a fourth point to morph the passive, just like we do with active skills. So what we'd end up with is the following:
Nimble (new)
Increases your health recovery by 6/13/20% and stamina recovery by 3/6/10%
Morph 1: Increases your health recovery by 20% and magicka recovery by 10%
Morph 2: Increases your health recovery by 20%, stamina recovery by 5%, and magicka recovery by 5%
Carnage (New)
Increases your weapon critial by 2/5/8%
Morph 1: Increases your spell critical by 8%
Morph 2: Increases your weapon and spell critical by 4%
So these 3 point racials now become 4 point racials, with the 4th point picking between an opposite spec type (either magicka or stamina, depending on what the original passive gives) and a hybrid spec type.
This now allows a khajiit player who's wanting to be a mage/spellcaster to spec entirely into magicka-boosting racials rather than only stamina/weapon racials, or a khajiit who wants to play more of a hybrid or tank character the option to spec into an even split between the two.
Here's another example using Breton Racials:
Gift of Magnus
Increases your max magicka by 4/7/10%
Morph 1: Increases your max stamina by 10%
Morph 2: Increases your max magicka and stamina by 5%
Magicka Mastery
Reduces the magicka cost of spells by 1/2/3%
Morph 1: Reduces the stamina cost of abilities by 3%
Morph 2: Reduces the magicka and stamina cost of spells and abilities by 2%
And another example for Nord:
Stalwart:
Increases your max stamina by 2/4/6% and health recovery by 6/13/20%
Morph 1: Increases your max magicka by 6% and health recovery by 20%
Morph 2: Increases your max magicka and stamina by 3% and health recovery by 20%
Not every race has to have these for all of their passives, only those which specifically apply to weapon, spell, magicka, or stamina costs and increases, as those are the primary passives which significantly improve or hinder each distinct playstyle (magicka, stamina, or hybrid).
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank