OK, Dex 13 and Cha 9 it is. i'll work on this one today, so we can get it out of the way as quickly as possible.
Let's break down the wild halfling. Some of this I did in my original conversion; some needs to be fixed.
"Wild halflings are small even for halflings, but their senses are even sharper than those of their civilized cousins. Forest children can remain perfectly quiet and still, being nearly invisible in natural surroundings, and can hear and see as well as elves. Their infravision is superior for halflings (extending to a 60’ range), and their sense of smell is keen enough to identify most creatures at 120’ when the wind blows in their favor. Wild halflings are limited to the 3rd level of fighting ability; they make up for this deficiency by utilizing their skills to set snares and traps (which is one of their preferred modes of hunting)."
The hide bonus is currently +4 in natural terrain (I did not include the size bonus originally). They get low-light vision to see like elves, and I may consider darkvision 60 ft (some 1E/2E halflings had infravision, but not all did), and like elves I gave them a +2 bonus to Listen, Search, and Spot. I also gave them the scent SQ. not sure what to do with that trap-setting thing (Survival bonus?).
"Most wild halflings are equivalent to 1st-level fighters, though few have more than 8 hp. One wild halfling in six has above-average fighting ability (2nd level). If more than 12 are encountered, a 3rd-level fighter is found among the group. These leaders wear ring mail armor or its equivalent."
So really, they are warriors like most humanoids, right?
"Forest children have the saving-throw bonuses that all halflings have, as well as their concealment, surprise, and quiet movement abilities."
Not quite sure what all of that pertains to.
"In addition, they are as good at tracking in the woods as rangers or elves are."
Thus, Track as a bonus feat.
"Conversely, forest children are nearly impossible to track if they know they are being followed."
Pass without trace?
"Dexterity and small size account for their AC, for they wear no armor."
Ah right, that is probably why I had the Dex so high.
"All wild halflings are very good at imitating bird calls and the like, and they use this ability to communicate without being discovered. They can summon any friendly bird, squirrel, or other small animal within the vicinity and use them as "messengers" to convey simple messages, such as a request for another Bramling’s presence and so on (bird song and squirrel chatter are not very articulate languages)."
This could be useful.
"Wild halfling have no written form of their language, and speak no other language (leaders, however, might know 0-2 other languages of woodland folk; the wisewoman also knows one additional language per level. Pick all such languages from the druidic language choices). Despite their basically good intelligence, wild halflings are unable to grasp much of the normal knowledge their civilized cousins take for granted. As a result, wild halflings appear beautiful and innocent in their pastoral setting, but a trifle backward and simple (which may cause some underestimation of their abilities)."
Maybe make them illiterate like barbarians.
"All wild halflings have thieving abilities commensurate with their level. They are curious folk and sometimes borrow things to see what they are. Later, the items are found in their original locations, having "mysteriously" reappeared."
So maybe a bonus to Slight of Hand in place of the usual bonus to Climb, Jump, and Move Silently (or in addition to it)?