Personally I have considered mashing Birthright setting into 4e.
Depends on what you're going for...XP for Treasure is definitely on the table, but how much XP should be awarded for killing monsters?
Race-as-class is little more than combining race & class. Halfling?Race-as-class? Of course. How would one build the Elf, Dwarf, and Halfling classes?
Name level maps neatly to Paragon, you could have a Paragon Path for each class that did that...At name level (9, or 10?), what rules would facilitate the "political" side of the game
No, just no. ;pRolling for stats...maybe 2d6+6, in order, instead of 3d6?
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 dieI don't think it possible to implement non-variable (d6) weapon damage, but I would like to try.
For the elf class I'd start with the Bladesinger. The dwarf would default to fighter, but maybe runepriest for something a bit different? Halflings might be best done as DEX rangers so as to distinguish them from thieves.
You'll want to find a way to integrate Diplomacy skill into the reaction table, and Intimidate skill into morale rolls.
that seems rather a cosmetic difference(it pretends it is more important than it is)
Now if you really want to implement casting/performance speed having an impact on effect power you can justify a 2 round action or 1 round action where the caster is mostly disabled in the second or one with a round of prep and a round of cool down being the basis of making more potent effects. kind of like 1 round = at-will, 2 round = encounter, 3 round = daily.
You can think of XP for gold as basically what 4e has now. Win an encounter, you get a set amount of gold, and a set amount of XP. Its effectively the same thing, modulo the GM might group treasure parcels and give them out at the end of an adventure or piece of one, etc. Anyway, XP for treasure really wouldn't be a huge change, though you could obviously make it so depending on how you implemented the treasure rules.
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...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.