Human: +1 to any 2 ability scores. Maximum 18 in any.
-Human Versatility: 1 skill of choice regardless of specialty or background.
-Languages: Common, Homeland Tongue (if different than Common), slots for additional languages equal to Int. modifier. (may or may not be filled at character creation)
Elf: +1 to Intelligence and Dexterity. Maximum 19 in both.
-Lowlight vision (120')
-Elvin Resistance: +2 to saves against enchantment/charm magic.
-Elvin Senses: +1 to all Searches and checks against surprise, as if the PC possessed the Search and Perception skills.
-Elvin Stealth: +1 to all Stealth rolls as if the PC possessed the Stealth skill.
-Languages: Elvin, Common, Sylvan, Dwarven, Goblin, Orcish, slots for additional languages equal to Int. mod.
Dwarf: +1 to Strength and Constitution. Maximum 19 in Constitution.
-Lowlight vision (to 120')
-Dwarven Resistance: +2 to saves against poison and magic.
-Dwarven Battle Skill: +1 to hit against goblins, orcs, ogres, and giants.
-Dwarven Stonecraft: +1 to rolls to detect stonework traps, construction, sloping passages, etc...
-Languages: Dwarven, Common, Gnomish, Goblin, Orcish, slots for additional languages equal to Int. mod..
Halfling: +1 to Constitution and Dexterity. Maximum 19 in Dexterity.
-Lowlight vision (to 40')
-Halfling Resistance: +2 against poison and fear effects.
-Halfling Stealth: +1 to all Stealth rolls for moving silent and/or hiding (anywhere! shadows or not), as if the PC possessed the Stealth skill.
-Halfling Size: +4 to AC against larger than man-sized creatures.
-Languages: Common, slots for additional languages equal to Intelligence modifier.
Additional Optional Races
Gnome: +1 to Dexterity
or Intelligence. Maximum 19 in either.
-Lowlight Vision (to 90')
-Gnomish Resistance: +2 against all illusion/phantasmal magics.
-Gnomish Senses: +1 to searches and against surprise, as if the PC possessed the Search and Perception skills; +2 to locate (by smell!) gemstones within 10' per level.
-Gnomish Size: +4 to AC against larger than man-sized creatures.
-Language: Gnomish, Common, Dwarven, Sylvan, Kobold, language of burrowing mammals, slots for additional languages equal to Int. mod.
Half-Elf: +1 to Dexterity
or Charisma. Maximum 19 in either.
-Lowlight vision (to 40')
-Half-elvin Resistance: +1 to saves against enchantment/charm magics.
-Elvin Senses
OR Human Versatility: see Elf or Human, respectively, above.
-Elvin Stealth: see Elf above.
-Language: Common, Elvin
or Homeland Tongue, slots for additional languages equal to Int. mod.
Half-Orc: +1 to Strength
or Constitution. Maximum 19 in either.
-Lowlight Vision (to 90')
-Half-Orc Resistance: +2 against disease and poison.
-Half-Orc Ferocity: +1 to all damage rolls.
-Human Versatility: see Human, above.
-Language: Common, Orcish
or Homeland Tongue, slots for additional languages equal to Int. mod.
I don't really know enough about what other races they're planning, but Dragonborn and Tielflings have been thrown about with abandon, and since I have extremely limited xp with 4e, take the following with a grain of salt...but just cuz I'm on an uncontrollable avalanche of a roll, I just can't help myself...
Dragonborn: +1 to Strength
and Wisdom. Maximum 19 in both.
-Lowlight Vision (to 90')
-Dragonborn Resistance: +2 against "energy" type (fire, cold, lightning, acid or poison) equal to their breath weapon.
-Dragonborn Breath Weapon: +1 to hit and damage die when using their breath weapon. Capable 1 per day per level for d6 [of "energy" type of choice] damage every other level to a maximum of 5d6 at 9th.
-Dragonborn Scales: +4 to their natural/unarmored AC from their thick scales/hides.
-Language: Common, Draconic, slots for additional languages equal to Int. mod.
Tiefling: +1 to Strength
or Dexterity
or Intelligence. Maximum 19 in any.
-Lowlight vision (to 90')
-Tiefling Resistance: +2 against magic
and [poison
or "energy" type (fire/cold/lightning/poison/acid) of choice.]
-Tiefling Versatility: +1 to
one of the following: Searches, Stealth, Ferocity (damage rolls), Battle Skill (hit rolls), Resistance of choice (or added to above)
-Tiefling Anatomy: Choose two of the following and -2 from Charisma: goat legs (+1 Jumping and Climbing), prehensile tail (+1 Trip and Dex rolls), horns (+1 Rush), solid black eyes (lowlight vision to 120'), small wings (+1 Balance and -1 per die to falling damage), forked tongue (+1 Tracking), taloned hands (+1 Grapple and +d4 unarmed damage), scales (+1 to AC).
-Language: Common, Homeland Tongue, Infernal, slots for additional languages equal to Int. mod.
I could keep going, but guess you guys should see this first to see if I should bother.

--SD