The original version looks fine to me. I estimate approximately 16 feats worth of equivalent power besides the racial hit dice, which is what I'd normally consider a weak or mediocre +2 Level Adjustment. Two humanoid hit dice effectively absorb 1 point of LA (only a blind idiot could possibly consider Humanoid hit dice equivalent to class levels in power, after even just glancing at what Humanoid hit dice give a character), so four humanoid HD effectively absorb the Level Adjustment the race would otherwise require.
Even +6 Int, +2 Wis, and +4 Cha won't overcome the caster level, spells per day, spells known, spell levels, and other class features lost through having to start with 4 racial hit dice. When other PCs are casting Fireball a few times per day, Mr. Mog is casting Magic Missile a few times per day at best. When other PCs are casting Wish, Mr. Mog is casting Summon Monster VII. When other PCs are trying to overcome Spell Resistance, they're getting +4 more to their caster level check than Mr. Mog is getting.
For warrior-type characters, the Mog is even worse with their small size, lower strength and constitution, and meager combat-focused bonuses. They'll have fewer HP than most other warrior-types, a lower BAB (and thus slower access to some feats), and fewer bonus feats or other class abilities (i.e. weaker raging, weaker uncanny dodge, weaker unarmed damage dice, weaker smite evil ability, weaker lay on hands ability, weaker turning/rebuking ability, etc.). For skill-focused characters, i.e. rogues, bards, and monks, they won't be quite as bad if they focus on their skills, but even so they'll probably have slightly fewer skill points early on, and fewer class skills to spend their skill points on at the start.
Your revised version of the Mog is a bit too weak now IMHO. At least give 'em back their Favored Enemy (Aberrations) and their spell-like abilities Touch of Fatigue and Message.