XP for Treasure is definitely on the table, but how much XP should be awarded for killing monsters?
Depends on what you're going for...
If you like the idea of lucking into a massive haul resulting in a sudden leap in competence, sure, give exp for treasure, and place treasure & monsters however.
If you like the idea of encouraging players to avoid fights, but overcome challenges, give exp for treasure, but place the treasure behind monsters &skill challenges normally worth that exp. Go through either and you've earned the exp, pick pointless fights, OTOH, no exp...
Race-as-class? Of course. How would one build the Elf, Dwarf, and Halfling classes?
Race-as-class is little more than combining race & class. Halfling?
Halfling Thief. Dwarf? Dwarven Fighter. Elf? Eladrin Bladesinger.
At name level (9, or 10?), what rules would facilitate the "political" side of the game
Name level maps neatly to Paragon, you could have a Paragon Path for each class that did that...
Rolling for stats...maybe 2d6+6, in order, instead of 3d6?
No, just no. ;p
Maybe randomize stat placement? ...use an array, but roll which score goes where...
I don't think it possible to implement non-variable (d6) weapon damage, but I would like to try.
Just give all damage by powers instead of weapon, and give them in 'dice' - d6s - of damage. Weapons could have a modifier per die, it'd be about equivalent to a larger die