I suppose I should mention one more global principle in the changes - I'm trying to make combat lean a little on the faster side and less on the grindy side. So, more damage, less defenses, and more 'And now for something completely different'.
First, the revisions I did on my own (other than the global changes already mentioned):
Goblin Butcher - I changed its combat advantage bonus to +4 against bloodied enemies, which I thought fit the "butcher" theme better and filled its "bloodied" trigger, even though it wasn't its own bloodied. It may be worth note that Off at the Knee is a lot more powerful once the DMG math is applied to it - in truth I could have made it do even more damage, but I thought that was plenty.
Goblin Minion - I removed some of what might be considered sillier elements (though I think applying some kind of 'Oops' effect for 1s for the goblins in general could still be good for some games) - it wasn't likely to trigger and was eating up space. As far as minions go, this is already really huge, but I like the dances and they can be played up as silly or vicious as desired. Dance of death reflects a change in how I think minions should be designed in general. Either some status effect (ex: ghouls) or some type of insurance on getting to really act.
Goblin Pyro - Again, I revised it to make it less inherently silly. I also changed it so it got to keep its torch attack rather than sacrifice it for its big fire effect. Flaming Oil on a miss will still autokill all minions around the target, at least. The lament not only gets itself killed faster, but has a neat chain effect of lighting PCs on fire. I've no doubt that I was thinking of
this game when I designed it, but eh.
Goblin Pain Shaman (aka, Warchanter) - So, it was a little disparately themed before since it was modeling an NPC in a module. Now it's got a straightforward theme - albeit a bit risque - and works it.
And then the revisions of Monster Manual:
Goblin Blackblade - Main change is the on bloodied ability to relurk. I chose not to have its ranged attack get combat advantage for space and also to encourage it to go into melee. I removed the limitation on sneaky working on higher level allies - it's already caused confusion in a published product, saved me space, and makes it much tougher to use.
Goblin Hexer - This is one of the most reviled monsters among many circles. I changed its cloud so that it was still a huge effect, but a dangerous one rather than a frustrating one. I dropped a couple of its abilities for space (like the range redirect), but its bloodied ability makes you pay, one way or another, to either kill it quickly or leave it up. The slide 1 on its melee lets it disengage a little more easily and makes it slightly more interesting when forced to do that.
Goblin Sharpshooter - Nothing too special going on here, actually. By the DMG it should actually be like AC 14 and Ref 16, but I decided 15/15 was more palatable.
Goblin Skullcleaver - Not too much going on here - gave it the OA against shifts to make it less easy to lead it around by the nose once it's raging.
Goblin Underboss - The MM version is downright boring as written - especially if it's the last thing targeted. Grind it a bit and... hey, it's bloodied... now it's even more grindy. Sigh. Gave it more leadership potential and made it a real choice to kill it fast or leave it up.
Goblin Warrior - I was most conflicted here. I'm not entirely sure why the MM version is the generic "warrior" goblin, since it's actually a bit fiddly when you get down to it. I switched out its almost-entirely-range focus for more generic move and attack (range or melee). I think I'd just swap Adrenaline Rush for something - originally the intent was for it to make a ranged and melee attack both in same turn (probably by adding onto mobile attack) but I got fuzzy on wording and tried something easier.
Aside: It's odd, but the computer I'm on now some of the powers go over an extra line (at least on the webpage) but didn't on my other (or at least, the originals did). I'll have to experiment with that. Maybe a font issue, dunno. Anyhow, that's where there's a couple odd 1 word and no other text lines in there.