Does your setting have firearms? Which ones: renaissance, modern, or futuristic?
Not a chance. Never.
Other than magical/alchemical compounds, no. "Gunpowder", dynamite, grenades, modern age type land mines, etc... Anything significantly more than a flask/barrel of "alchemist's fire"? No.
Poison...craft? You mean people know about and how to use and create poisons and antidotes? Yeah. Sure.
Regular old masterwork items?
There's nothing "regular" (though many might be "old") about masterwork items. Sure, those exist. Given the distinct rarity of actual "masters", their works are, understandably, equally hard to come by.
Does your setting have "Magictech" items and weapons?
Other than stuff like magically powered flying ships, levitating elevator/lifts, or weapons that fire magical energy (crossbows, halberds, etc..."force" damage in 5e) a la various cartoon-action series, I'm going to say no. Teleportal circles/platforms, for example, exist but they are far from common, let alone a public service. Magical communication devices exist, but again, other than among powerful mages or royalty, these are not common devices. So I think they'd fall into the "typical magic items" type of stuff.
What about steampunk and clockwork gadgets and arms?
Meh. I really don't like steampunk. But I suppose, somewhere in the world, some crazy gnome or would-be wizard is working on steam-engine stuff. Clockwork...yeah, again, I guess it's somewhere in the world. Other than making actual clocks though, it's not the kind of thing you are likely to run across. I've never used a clockwork dragon or anything like that, if that's what you're looking for. Some strongholds/fortifications/traps of dwarven or various ancient evil human empires utilized gearwork, of course. Dwarves have also created/perfected the "repeating crossbow", up to 6 bolts (on a fully loaded clip) without needing to reload. These are closely guarded treasures not traded or shared with other races. Rarely, one might be given to a great friend/ally/warrior as a gift.
Sure. But that's not "tech." That's magic. Dwarf-based, to be precise. Though now used by the barbarian shamans and other "runecasters" (originally taught from the dwarves but now just passed down from master to student and largely lost). They have largely fallen into nothing more than normal language among dwarves and the number that still acknowledge their origins, let alone can command/weave power through the runes are very few.
Which races are associated to which types of technology?
Metallurgy and stonework, of course, are ruled by dwarves. Gnomes do their share, more often with precious metals and gemstones than large scale construction, but they can make passably good (to a dwarf's eye) weapons...sometimes.
Elves and dwarves, of course, lead the pack when it comes to weapon- and armor-smithing and design. Elves also rival dwarves in terms of construction/engineering and the two races are responsible for the vast majority of the lasting structures and strongholds across the realms. Elves, obviously, are also famed across the world for their expertise with animal husbandry and wine-making. As well as the "typical" elvin pursuits of magic, archery, and the visual and musical arts.
While daelvar (the Orean halfling) are also particularly good with domesticated animals and any/all agriculture, and ales, berry-wines, and the distilling of fruit- or grain-based liquors. They and gnomes are particularly skilled craftsmen in terms of carpentry, furniture making, and other woodworking.
Humans can do...all of these things, to varying levels of success. But none of them, without the assistance of magic or the respective race's oversight, can match the dwarf/elf/daelvar/gnome level of accomplishment.