One thing I pondered with halflings is replacing the Lucky and Brave Trait with 2 luck points and letting halfling have more options to spend them.
The idea is that Hallfings are brave because they know they are lucky. Lightfoots are acrobatic because they spent luck points in the past while training. Imagine how acrobatic you'd be if you rarely hurt yourself doing childhood stunts.
Halflings would have a culture based around luck. They'd be adventurous as they know they are protected from accidental tragedy. However they have a culture of not taking constant risk as they know luck runs out. They would get involved more in the world. But halflings would be known for slamming on the brakes and going home after doing a few crazy things.
Halfling Luck
You have 2 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.
You regain expended luck points when you finish a long rest.
Halfling Bravery
If you have at least 2 unspent luck points, you have advantage on saving throws against being frightened.
Stout Resiliency
If you have at least 1 unspent luck point, you have advantage on saving throws against poison, and you have resistance against poison damage.
If you have at least 2 unspent luck points, you have resistance against necrotic damage.