So, I'm looking at this race, and I'm liking it a lot, since it seems to have been created with respect for game balance. I agree that Str get's way over-valued (Dex is every bit as potent, and a Con bonus is never unwelcome for fight-y types

). I absolutely encourage the effort to make these guy ECL +0.
Most of the changes I'd consider are tradeoffs. The skill bonuses mostly work to ofset the ability penalties (at least in terms of situational awareness). The thing that most strikes me as dangerous is the d10 charge. That's a
very good weapon for a first level sorcerer to be carrying around without spending a single GP (or feat).
Little things I'd be looking at.
Looks like the minotaur's gore gets only x.5 Str bonus (like an off handed weapon), while the charge get's x1 Str bonus.
Completing the decorative 'no
maze' ability by making it the full Natural Cunning (Ex): no
maze, never caught flat-footed.
The race is currently missing a favored class, which is another way to reduce the overall power level. Humans have flexibility as one of their main advantages.
So.
Give them a favored class. Probably Barbarian or Fighter, depending on the level you wan their culture at. (I'd favor fighter to distinguish them more from half orcs)
Clarify if they are humanoids, or monsterous humanoids (could go either way).
I'd make the attacks:
Gore: 1d4 (+1/2 Str mod), provokes attack of opportunity.
Charge: 2d4 (+ Str mod).
And then either:
Give them the full Natural Cunning ability (complete with the restrictions an (Ex) ability implies),
Or
Drop the Wisdom penalty.
Sounds like an interesting start to your campaign

.