Okay, here's some specifics: 
Races: 
Humans 
Subclass: Nomads (gets language bonuses) 
Dwarfs 
Subclasses: Mountain, Hill, dark, gully 
Mountain and Hill types are standard D&D dwarves mechanically with changes to base languages. 
Dark Dwarves get +2 con, -4 charisma; darkvsion 120 feet, bonuses to hide, ms, and listen, and penatlities in daylight (-2) 
Gully dwarves get +2 dex, + 2 con, -4 int, -4 charisma; Small size; Penalties to resisted intimidation checks, and bonuses to begging for their life (a la diplomacy checks) 
Elves 
Subclasses: Kagonesti, Qualinesti, Silvanesti, Half-elf 
Kagonesti: +2 dex, -2 int, -2 cha; elfsight (which includes standard low light vision and darkvision 30); various nature related skill bonuses 
Qualinesti: Elf Sight (as per kagonesti), skill bonus to diplomacy type skills, standard D&D elf stats 
Silvanesti: +2 dex, +2 int, -2 con, -2 cha; elfsight, skill bonuses to spell stuff (spell craft, etc) 
Half ELves: Elfsight, otherwise standard 
Sea Elves 
Subclasses Dargonesti and Dimernesti 
All: 
Breathe Water (what it sounds like), diff weapon proficiences, bonuses to sea skills 
Dargonesti 
+2 st, +2 dex, -2 charisma; darkvision 60ft; various low level spell like abilities, alt form: purpoise (can turn into a dolphin like creature as per polymorph). Penalties if they spend too long on land with water immersion. Lvl Adjust +1 
Dimernesti 
+2 dex, +2 int, -2 wis, -2 cha. Alt form: Sea otter Penalties if they spend too long on land. 
Gnomes 
Subclasess Standard and Thinker 
Standard: +2 dex, +2 int, -2 strength, -2 wisdom. Small. Bonuses to alchemy checks and will saves. Also bonuses based on which guild they belong too. 
Mad Gnomes (thinker gnomes): Sames as standard except: +2 dex, -2 strm; +2 disable device and open lock which they can use even if they don't have the skill, no racial bonus to will save 
Kender: +2 dex, -2 str, -2 wis; Small; Bonuses to lots of thievely skills; fear immunity; penalty to concentration checks 
I won't give specifics on all of the other races, but here's a list of what's in there, and ECL: 
Centaurs ECL 6+ 
Baaz Draconians ECL 3+ 
Kapak Draconians ECL 4+ 
Irda (High Orges) ECL 2+ 
Ogres ECL 6+ 
Half Ogres 1+ 
Minotaur...they actually got them down to a ECL 0 race, suitable for first level gaming...very cool. 
New Classes: 
Noble (kinda help fill a bard role...support and inspire, sans spells) 
Mystic (cleric who doesn't need to worship a specific god) 
New Prestige Classes: 
Knights of Solimnia 
Subsets; Knight of Crown, Knight of Sword, and Kinght of the Rose 
Knight of the Crown: Excellent fighters, best BAB, has the supernatural ability to improve strength for short periods of time (similiar to barb rage, but without the con bonus or will save), also other fun supernatural combat bonuses 
Knight of the Sword: Paladin-esqu. Can turn undead, cleric bab progression, gains plus one caster level per level 
Knight of Rose: Magely knights, best bab, +1 one level of exisiting mage class for spells, and some fun supernatural abilities. 
Knights of Neraka 
SUbsets, Ko Lily, Kot Skull, Kot Thorn. 
Lily: Best Bab, Rogue Fighter combo 
Skull: Blackguard, Cleric BaB, SPells +1 class per level 
Thorn: Diviner Fighter types, Spells +1 per level, Cleric Bab, lots of fun evil supernatural abilities 
Legion of Steel: Only 3 levels of this prestige class, has aspects of ranger favored ability 
High Sorcery: red, White, and Black Robes..cool bonuses for mages 
Dragon Riders: Gets dragon cohort at 1st level, and it gets better from there 
Inquisitors: fun prestige class for lawful rogues, basically fun investigator types 
Legendary tactitians: Bonuses to mass combat, best bab 
Righteous Zealot: Clerical Type, good at convincing other to follow his/her god, getting crowds all riled up, etc. 
Feats: there's lots of them, I'll jut give you 1 cool one 
Honor Bound 
Descrpiption: Keeping your word and upholding your honor is important to you. 
Benefit: You gain + 2 circumstance bonus on any saving throw that would result in breaking a promise, oath, or sworn duty 
Special: If you willingly break an oath, you lose all benefits of this feat until you atone for your actions (See atonement spell). 
Then follows a cool description of the way magic works in Krynn, followed by a bunch of new spells, then a history of Krynn with some character write ups. I've not finished looking through the history yet, but while I could find a lot of second tier heroes, I couldn't find Raistlin, Caramon, etc. Of course, the assumed setting is the age of mortals, but I would have assumed their stats would have still been included in the history section. 
The book ends with an adventure, and a bunch of monsters. 
My overall feelings towards it: Good Book, nicely presented. Aside from one or two editorial mistakes lacking an INDEX (which is a big pet peeve), and missing out on the chance to stat some d&d classic characters, it's a solid book, and worth the money. 
Hope this helps inflame your desire for the book, 
Jason