(Fingers in ears) "lalalalalalalalala"
Checking the sheet you are right I have accidentally referenced the cell for Simple Melee instead of martial melee in the formula for elf weapons training. To fix this and get all the races to 12 again is pretty close to a an entire 'do-over'. I wish someone had spotted this during the year of development and testing. As is I'm just going to ignore it. I don't have the time or energy to fix this. Elves will be a point out. Some traits will be slightly out. However, hours and hours spent fixing this will not make this tool much better.
Honestly, I think part of the issue was presuming that getting any simple weapon proficiency was ever anything that should add to the overall "cost" of the race. There are many things in there that you assigned a 0 cost value to add to a custom race that were FAR more valuable than a proficiency that you automatically get as part of pretty much every class in the book without exception (and if there is an exception, they get access to the equivalent or better weapons regardless). If anything in your system was going to be a 0-point minor feature, it most certainly should have been proficiencies in specific simple weapons.
You could simply assume the simple weapons are free, the martial weapons cost a smaller amount (honestly, the way the combat system works, if a class could actually make any meaningful use out of a martial weapon, they already have proficiency in it regardless. The Thief and Bard have martial proficiency in all the light and finesse melee weapons. I guess an Elf can squeeze out an average of 1 point more in ranged with their longbow proficiency, but that is hardly a game changer. The only classes without martial weapon proficiencies are those with cantrips they can constantly spam).
This might also help you fix up the Dwarf a bit. Really, the Dwarf calculations are all messed up. Resistance to Poison damage and save against poisons being entirely free features? Stone Cunning also being free? I'd really like to know the mentality behind that one. It results in a massive overweight applied to the features of the subraces as a result of these arbitrary choices. For instance, because of the feat Lightly Armored which gives you a +1 to either Strength or Dexterity in addition to Light Armor proficiency, we can clearly see that Light Armor proficiency should be worth 2 points, not 4. Also, it is well understood that the Mountain Dwarf is intentionally "overcost" because the races do not exist in a vacuum aside from the classes-- the classes that can use the medium armor proficiency to any effect gain no significant bonus from +2 strength and visa-versa. It gets to be overcost due to the incompatibility of the features.
In fact, the more I look at it, the more and more I have to say that a lot of this "backwards engineering" is just random and arbitrary assigning of point values utterly detached from even the most basic common sense, as though you didn't even consider comparing like features to make sure they were comparable. It is the only way I can figure Advantage on saves and resistance to poison is free, but advantage on saves against fear costs as much as 2 attribute points.
The sensible solution here would be that an advantage to saves against poison naturally grants a resistance to that damage type, while more common damage types don't confer a save and that is equal in cost to advantage against a particular pass/fail effect-- both of which are probably equal to a 2 point advantage.
I mean, how ridiculous is it that via this system here one could give a race resistance to all non-physical damage types and it would be considered a 0 point feature?
While you did a great job of laying all this out and I don't doubt a lot of work went into various thing, it feels very much that you made some core presumptions and very basic early mistakes upon which the whole system was drawn and it caused you to make mistake after mistake throughout.