*cough*
I've actually never noticed a racial imbalance...
I mean, sure, dwarves seem to get a grab-bag of goodies, but consider, how many of their thingies are actually useful?
+2 con: Really useful. More hit points are allways better.
-2 charisma: poor charisma, it's like the redheaded stepchild dump-stat. Nobody seems to think that loosing a point in social setting is equivalent to gaining a point of HP.
Medium size; but shorter. perfect for all the "Damn, you're short" jokes.
20' movement: Slow. They suffer the low-speed penalties of the Small racers, without the added armor class and to-hit abilities.
Darkvision: Great! Except you're always traveling with people who need torches...
Stonecunning: Most Useless Bonus... EVER. Sure, it LOOKS like it would be useful, but it's only on Search checks, and on one type of surface, and only for "unusual details" which the GM can just BS. Alos, the "Intuit depth" sub-ability is about the only part that ever gets major play. Dwarf: "How deep below the surface are we?" GM: "About Five floors down." Thrilling!
Weapon Familiarity: Okay, This i'll give you. it's way more useful for the dwarf to get this proficiency than any of the other racial weapon proficiencies. I like dwarven Waraxes and Urgoshes. Sue me.
Stability: +4 save Vs. a pair of somewhat under-used tactic. DM's need to remember monsters have special attacks too!
Poison save: Nice, but again, it's dependent on what the GM has the players encounter.
+1 to-hit and +to-AC Interchangeable with the Halfling or Gnome techniques, albeit without the size bonus further adding to it.
+ appraise and + craft. Meh, don't really adjust balance much.