Alright, looking over and discussing Lestat's ideas. I'll probably go back and spoiler this to make the post a reasonable length.
Aasimar
I disagree with leaving their racial power as is, since it gives the race a weakness while none of the other Racial Powers do and it is also a racial power that is not unique to their race, being something any race can also do and most eventually will. Since they were one immune to fear as an ability rather than feats it seems like it was just done to avoid having to buy the feat again later. After a few months of play the Aasimar functionally won't have a racial power compared to other players that also have those feats and also have real racial powers on top of that. You're much better off just being a Human and sniping the Aasimar feats if you want them with Mixed Heritage since their racial power is one you can buy with normal experience. It isn't one of the more pressing issues to change it but as long as changes are being made I think this is one that could benefit from some kind of adjustment.
We agreed completely on their two feats that need Hero Points to function. It is a bit odd how that works though, since it means you can lose access to using those feats if you burn hero points and a mixed Human is much better at being an Aasimar than a real Aasimar is. Having it be Hero Point based means that it can be done multiple times and gives the player more control over it but I wonder if making them once per session would be better now that I think about it.
I disagree strongly with the suggestion about the Made of Mettle racial feat. XP juggling can be a bit lame but as you stated none of the racial feats mandate they be taken at character creation and I don't think that should change. I also think that this feat doesn't really need the nerf, since it targets the lowest Characteristic which means it is likely to be one the player is using least anyway. I suspect the XP juggling possibility of the feat is part of the intention for it. Either way, I don't think the feat needs to be nerfed.
Dark Eldarin
I don't think they need Dark Sight, certainly not as part of their racial power since then it would throw them out of sync with the other elves. I do like the idea of them getting dark sight though, might be good for some homebrew thing but I don't want to get in trouble with the powers that be for discussing homebrew here so that is something for another time.
The change to recluse keeping the reroll makes sense and are what I suggested but I do worry about additional rolling slowing down the game. I wonder if it would be better to make it so your Toxic does an additional wound if they fail instead, although with only a TN 15 the reroll may be the better option. I do worry about the feat making you outright immune to Toxic weapons, not just poisons and the toxic property. There aren't that many Toxic weapons in books 1 and 2:
Needle Rifle, Needle Pistol, Thri-kreen bite, Wood Dragonblooded Claws, Necrodermis Ammo, Aboleth tentacles, slithering creature bites and weapons made with the weapon creation rules if that is added. I suppose it is okay but it still seems odd to be immune to the claws and bites damaging you as well instead of just the poison from them.
Dragoborn
I agree that the Dragonborn breath weapon needs some changes. Giving automatic proficiency seems like a good idea. I am unsure about going from half level to just level for uses. It isn't much more but it throws it out of sync with similar powers. What about instead if the Flamer was Good Quality and can't Jam? This would give the breath a +5 to the TN to resist making it useful even if not investing as much in dexterity and since it can't jam it would stand out over normal Flamers (and stop the good quality from making you miss on 9s being rolled). Flamers jam about 27% of the time, so just giving extra uses may be less useful than making the breath unable to jam.
Power: Dragon Breath - Once per scene, you may make an attack with your breath weapon. It uses the same weapon profile as a Good-quality Flamer, but cannot Jam. At level 3 and 5 you gain an additional use of this power per scene.
I agree the Dragonborn Frenzy is well, shit, but I hesitate to make it rolled dice although I did consider suggesting it as well. Prometheans immediately come to mind since they track Critical damage separately for each body part: A Dragonborn Promethean could break on of their arms and keep it at 5 critical for +5k0 damage on all attacks, absolutely worth it in most circumstances. Having it be all attacks makes the feat interact extremely strangely with magic as well, since now Magic Missile can do 7k1 damage, energy bits can do 9k2 damage and energy meteors can do some 11k4 damage each. Despite that easy abuse, I do still prefer it to the current feat which is so little most can't use it at all. I suppose It is worth allowing prometheans to abuse it a bit if it means other exaltations can get some use out of it too.
I would argue that the Elder Wyrm's Fire feat already can be applied to the Dragonblooded's breath weapon, since it doesn't specify that it is only the racial power Breath Weapon and the Dragonblooded's breath is specifically referred to as a "breath weapon" as well. That said, I don't think adding the S here is an issue if people think it should be explicit.
Eldarin
I do agree about the Ancestral Recall being shit since +1k0 is not worth the +10, although the new suggestion is less useful for Daemonhosts or Atlanteans since boosts to Caster Level never stack; daemonhosts especially get no benefit from it. You'll only get the bonus if you're already taking a huge risk. I like it more than the current version, although it might actually be a step down overall. Perhaps make it also let you round up when calculating the halved dice for fettering spells, although that is somewhat out of left field.
Elves
We agree not much needs to be changed here. I wondered if the phrasing for Elven Precision specifying Ballistics or Weaponry was due to the new feat in Book 2, but pulling up the original version of the book shows it always specified for some reason (and originally just gave +1k0 instead of +2k0). I don't think it needs to be changed to synergize more with the book 2 feat but I don't have a problem with the change either. I wonder if making the power more broadly about attacks, but then there are times when you roll Weaponry defensively like resisting a disarm or Feint and ballistics can also be used for things like clearing jams so specifying for the racial power is beneficial. I do think mentioning brawl as well would be nice; the elven fluff doesn't really mention anything about ballistics or weaponry and so adding brawl as well to help potential vampire, daemonhost, werewolf, etc Elves might be a good idea. Gives another race to take for brawl other than Tiefling.
Gnome
I disagree strongly about no change being made to the racial power since it is so terrible, one that anyone can get and easily. Academy gives half the power and then some and the only use I've ever seen people get with it is starting with Power Armor Proficiency, and the Squat Armor Proficiency feat does that better anyway since it gives the same benefit and then some more on top of that if you do get proficiency. I would swap it for Tinker rather than Eureka as I said; Tinker seems like he much more definitive and incredible Racial Power, something you'd pick the race to capitalize on. One of my older ideas was making the racial power just give proficiency in all weapons and armor out the gate so that you inherently know how to use any piece of armor or any weapon you might find and make it so Weapon and Armor Proficiency feats are considered Optional on any class they appear on, similar to the Promethean:
Improvise: You begin play with proficiency in all weapons and all armors and may choose to treat any Weapon and Armor proficiencies on your class lists as being optional feats.
This is still a racial power that others can eventually get, but is enough of one that I think it still stands out a little and saves large amounts of xp. Perhaps too much, Traskus hated the idea for that reason.
For Eureka I considered the idea of suggesting making Tech Use and Crafts be the racial skills of the gnome since no one gets Tech-Use, it's an advanced skill and it makes a good deal of sense but I don't think it is really and truly needed. With magic casting and other things taking Academic Lore, I can see gnomes getting that and getting use from it. If gnomes don't get Tech Use, I don't think Eureka needs to have the option of using it, although I can see it with the description. As for using Crafts with Intelligence, that is already a thing that can be done; the characteristic mentioned in the stats break down is the most common one used, not the only one used.
Halflings
I considered +1 per dex as an idea, but it seems a little low and a bit narrow in scope. It's certainly better than what they have now since it means all Halflings benefit and stops insane turbo bonuses, but it is a bit meh. I like the idea of their dex counting as higher for SD and movement distance, since you get even more benefit from high dex since it pushes things even further for your SD and Shift actions (9 meter shifts as your base is amazing) amongst other things while encouraging them to stay lightly armored to benefit, but +6 SD is quite a bit on an already high dex race, and it means that if you DO go heavy armor for some reason then you can leave the dex relatively low since the +2 will fill your movement (although your SD is unaffected by armor and would still be bad). +1 Dex for the purposes of movement distance and SD doesn't seem like enough but +2 may be too much. Originally Halflings could Shift as a free action, which was awesome and is missed, but I can see why that was taken away. The +2 phantom dex does call back to that a bit though, since it means your shifts would be better.
Halfling Agility is functionally just making it so you don't take your normal size penalty to SD. Not bad but a bit boring. I checked the original version to see what it was like before SD calculation changed and discovered it was originally a feat that functionally gave Acrobatics Specialty Everything:
Halfling Agility
When you're as small as a halfling is it's like gravity isn't even there. You may reroll 1s made on acrobatics checks, including the dodge action.
Not stealth related, but interesting. I think the current halfling agility might be more interesting if it cut out the middleman and just removed the SD penalty from Size, or if that is too much then made it just size instead of double size. For a halfling that isn't a huge difference since they're so tiny anyway but it is more interesting for halflings that choose to be shapeshifters. In Book 1 and 2 alone though, most size shifts are 2 or less with only Dragon Form or Enlarge Person combined with other shifts being able to give more than +2 size so the +4SD while boring is better.
Human
Yes, there are a couple of those weird typos in things. I caught some others but I think I missed that one. Anyway, I suggested the same thing as an improvement for Able Learner. Making all skills class skills is a simple way to improve what the feat does and make it more useful.
I worry about a free raise on opposed tests. There are tons of opposed tests that you make all the time and +5 is enormous. That ends up being most social rolls if the opponent tries to resist, spells if someone tries to dispel (even you, in a baffling situation), most combat tests, most stealth or larceny tests, many perception tests, etc. I'd wager about half your tests would get the +5 bonus. This is one reason why the Revised Pride daemonhost asset was slowed down. I do think the feat needs to be changed and improved but I think this might be going too far.
The biggest issue with mixed Heritage is that Racial Powers aren't good enough compared to the Human's but that is much harder to fix so changing Mixed Heritage is something to do. As mentioned, I absolutely don't think it should be character creation only. The two ideas most floated are making it more expensive or making it just one feat. Just one feat would make it situationally better but also somewhat less fun, but encourage people to play the race itself. I actually favor the increased XP idea, but I would probably make it so the first feat still costs 100xp and then 200xp after, so if you are just buying one feat it isn't more than normal but if you're trying to use it to replace another race entirely it starts to get expensive:
Mixed Heritage [Human]
Sometimes it seems like humans will have sex with anything. Choose a race. You may take racial feats that require that race. Racial feats of that race taken after the first cost twice the normal Experience. If the racial feat references or improves a racial power you do not have (such as Elven Accuracy), you may not take that feat.
A little cludgy but I think it works out better at addressing things. This or just making Mixed Heritage immediately give 1 feat and that's it.
Ork
I disagree with the Change to Mobbing up, although I can see the reasoning. The only things in book 1 and 2 that skip to Shock Table are Ash Wraiths (which we mended in Revised Exalts; since this is Revised Races I don't think it is out of place to mention that here) and the Flight drug. Making Mobbing up only work on Shock Table rolls is thus extremely situational and means that Orks actually suffer the normal out of combat fear effects where it gives a penalty to rolls and insanity. The change would mean that it wouldn't become useless if Fearless or Nerves of Steel are taken later. I'd suggest make it both fear and shock table but that might be too much.
I'm Da Boss! is a bit lamer than the Dark Eldarin's social boosting feat since it is only one skill, but I do like that it can fluctuate with size changes. Originally Orks were bigger (since all races were bigger) and so it was a larger bonus. I see you sometimes express Command as a useless skill under the idea that subordinates should be doing what you tell them anyway, but the book strongly disagrees: Command isn't just telling them to do something, it is also making them understand what you want them to do so they can do it properly. A poor command roll doesn't mean that they're not following orders, it means the orders you gave suck and they may misunderstand, fail to follow them or even do something different because they think you don't know what you're doing as from the book:Failing with the Command skill, your subordinates might misinterpret your command or do nothing at all - or even go against orders.
Since Dark Eldarin get 2 skills from their feat, I can see Orks getting two. Intimidate seems like an easy option but since Dark Eldarin get that from their feat I think something different may be in order. Perhaps Persuasion or even Politics. Politics is an odd choice but it fits the feat's description and the skill has a wide range of uses based on the skill description itself, far beyond just knowing things (although da big Warboss knowing his rivals and such makes sense). Persuasion isn't just convincing people, but conveying yourself clearly, similar to Command so it and command do make sense together.
Squat
Agreed.
Tau
I disagree with making Farsighted into the Racial Power. It is absolutely a great feat, but the Fall Back power is more broadly useful across various builds, benefiting a social face, a wizard, a ranged fighter and even some melee builds. The only oddity it perhaps the wording and the fact that Tau do not get acrobatics automatically so it is possible for a Tau to be completely unable to use the power. Expanding it to parry and dodge might be an idea, since the it ensures that any Tau can use it somewhat (even if it is poorly since if you don't have weaponry or Brawl you probably won't be parrying much either, but at least you can try). Farsighted is outstanding though, especially for Wraiths but that sort of thing is more situational similar to how the suggested revised Dragonborn's Frenzy is absurdly good for Prometheans.
Move and shoot's mechanical idea doesn't need to be changed but I think it needs to be slightly rephrased to accomplish what it is doing in a more clear manner.
Silent Arcana we already discussed. Subtle is absolutely BROKEN and needs to be fixed. Until then, this racial feat is completely busted. We should hurry up and finish revising races so we can start on dem spells and magic.
Tiefling
I don't think their size needs to be changed. Size isn't just physical size but toughness as well. Eldarin are enormously taller and heavier than gnomes, but still size 5.
I agree on Mutation. I also agreed on Outsider, although you commented on it being mediocre. One possible change is making it so that first critical damage is ignored entirely, if it isn't good enough as it is. I don't really think it needs a change though.
I disagree of course on Beneficial Mutation for the same reason as Made of Mettle. It isn't a broken feat and doesn't really need to be changed. The Dot juggling is probably the intention in the first place.
Thri-kreen
This one is interesting for the Racial Power. It is true that there are homebrew that interact oddly with halved times but this is building for core stuff. There ARE core half action reload weapons though: The weapon creation rules in book 2 let you build a gun that has a reload of a half action by having a Full Action reload as the base and applying the Customized mod which halves reload time. You suggestion though doesn't quite work since it breaks things like the normal Bow, which has a free action reload and is then raised to the minimum half action instead. Perhaps there is some say way to address both.
I think Lightning Bug is fine currently. It lets you produce light in a variety of colors in addition to the Luminem Blast. Adding in immunity to environmental electricity and Shocking property seems excessive, since the racial power is already doing 2 useful things.
I agree Mandibles needs to change. First, it needs brawling but even then it is somewhat weak. The Pen 4 idea is nice but I think adding the Razor Sharp Property would make it more fair, since then it would have 4 pen and possibly 8 with 2 raises to hit, making it even out a bit compared to Mutation. A bit, anyway.
I disagree with the minimum jump distance for Noisy Cricket since I don't think it is needed. I actually love me some rolls for jumping in DtD, since DtD jumps can end up at crazy distances, especially with that feat. At least these guys get Acrobatics as a racial skill so they can automatically make use of the feat. I don't really mind the auto-jump, but I don't think it is needed and someone that gets the feat should get to enjoy it. The rolling isn't too bad since jumping has a base TN and then it's just counting the 5s above that. I think if it is going to get any change, making it half fall distance would be beneficial: the feat lets you jump but gives no protection from falling back down again.
Kenku
I feel similarly about the racial power and feat. Flight is much more impressive and gives a better reason to be a kenku, although I suspect it was done in this manner so that way people that can already fly such as Dragonblooded from the same book still get the benfit of the full racial power, and probably benefit even more since you don't need to worry about getting knocked out of the air and the bonus to Acrobatics is always nice, although Kenku don't get Acrobatics intrinsically to make use of it automatically. Stupid advanced skills. A human may poach Big Wings but if they get knocked out in the air or just knocked down, they're going to have a bad time and miss that racial power. Others may fly, but Kenku end up better at being in the air.
I disagree with your Ace Pilot feeling, since Manuever is handy on both vehicles and ships. For ships that +5 against multiple attacks can really add up and it applies to a variety of rolls. The same is true for vehicles where manuever can be very expensive and lets you mantain control when you'd normally need to Punch It and also ends up acting as a static +5 to tests to drive/pilot the vehicle. It's just a broadly useful bonus that any vehicle pilot will enjoy.
Yeah, the idea of changing Teacher isn't bad. A specialty doesn't do much, only on average +5 on a 10k10 test and less on rolls less than that. Some of the suggestions for this feat in the thread are worth considering.
Kobold
The change to K'sten'mannav seems strange and clunky, unlike anything already existing. The current version is strange and clunky too though. Flat immunity to attack from any kobold unless you attack them first can lead to weird situations where you can steal from them and they would just need to call the cops but couldn't attack you. Depends on how "attack" is defined. Your phrasing for the feat though only covers groups of kobolds, so if you get a kobold in a group of mixed races it doesn't apply. I somewhat like the suggestions you made but they may not work well at achieving the goals of the original feat. This isn't a homebrew discussion place but I could see that as being a part of a feat in a homebrew kobold class for kobolds that take the racial feat.
You're right about K'vend'l, everyone loves that one. It's amazing. Goes especially well with Ventrue, although it is probably even better.
You're right about Trapmaster being shit. Specialties in general are not amazing. Perhaps it should give a flat bonus to those skills or those skills when the specialty applies instead?
Dryad
The idea of making Pheremones into Attaction instead of Charm Person is really interesting. If it is going to stay a spell, I think that is a great idea. Attraction gives a save too but is likely to be more broadly useful and you can use it for other things as well, like making people stand by holes to push them in, read explosive runes, look the other way when you're sneaking past, notice something important, etc. The +1k1 to social is lovely too. That said, it does somewhat fall into the issue of being a racial power that someone else can just get. You can be a Matron Dryad and just take Attraction from Enchantment and have lost nothing. Also, an overlooked part of Charm Person is that it makes the target treat you as a Friend AND gives +2k0 in social rolls against them. Friendly is a disposition so you can smack someone with a disposition less than that with Charm Person and suddenly you're their friend, which can often be more useful than just the +2k0 to rolls. I prefer Attraction, but either way if it is going to be a spell I absolutely think it shouldn't cause Psychic Phenomena. Both are opposed rolls so you need to make the TN and beat their TN as well to succeed and especially at lower levels you're not rolling many dice so psychic phenomena can be something that you have no choice about. It also means that since you aren't Tested automatically, you are at +10 to the psychic phenomena roll meaning you have over 1/3 chance of that Psychic phenomena roll being Perils instead. A Dryad would be incredibly likely to smell so good they make it rain blood, or they vanish from time for a minute or everyone around the teleports or drains Hero Points from those around them or causes Screaming Darkness. It is nonsensical and not attested to in any of the Dryad Fluff and makes the power really mediocre. We already made the Revised Core Exalts have these things as spell-like and though that's homebrew since this is revised core races I think it is viable to mention here as well. If it stays a spell, it shouldn't cause psychic phenomena.
One idea discussed was to make it not a spell at all. Just make it +1k0 or +2k0 to social tests and +1 to disposition (maybe to the maximum of Friendly or Helpful). This makes it mirror Charm Person but never go out of style, no test required. +1k0 isn't that much but you'd need to be careful since it would stack with other bonuses like Charm Person or Attraction or Appearance, etc. The bonus to disposition helps cover the making people your friend part of Charm Person. It would certainly give people a reason to play Dryad other than just Matron, which I worry even Attraction wouldn't be enough to do.
I agree with you on the racial feats. Matron is great fun and the others are quite nice too.
WHEW that's all of it I think. 3 hours well spent, I suppose.