Just use a little bit of imagination
Think of the vision you have for Orcs in your campaign, and see for example if one or more of the following would fit with that.
Skill bonuses (either +2 or +4) are always safe because they are hardly game-breaking, consider:
Intimidate, if you want violent scary orcs
Ride+HandleAnimal, if you want nomadic tribes of orcs
Hide+MoveSilently, if you want more sneak orcs
Specific saving throw bonuses to certain things:
+4 Fort saves vs Poison or Disease, perhaps they live in filth and grow resistant to them
+2 all saves vs a specific school of magic, perhaps the orc race was originally bred by wizard and now is resistant to Transmutations, or maybe they were enslaved for ages to live with undead and now they're resistant to Necromancy
A specific bonus feat, or some bonus proficiencies / weapon familiarity, hardly break the balance too:
Track, all orcs are natural hunters
Toughness / Improved Toughness, all orcs are tough, 'nuff said
free proficiency with Morning Star and Light/Heavy Flail, or familiarity with Orc Double Axe / Dire Flail /Whip, perhaps in their culture these weapons are very common.
Special features, which usually are a much bigger benefit than the above:
Scent, orcs are more like animals
Rage 1/day, every orc is barbaric by nature (even the lawful ones)
Aura of courage: orcs are fearless, particularly when they form a group