To revise/revive this with a few things I've been thinking and taking into account some of the other intriguing comments/ideas...
Dwarf
(Except where noted, All Dwarf Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Darkvision 60'
Resistance (Bonus to saves against): Toxins (which, yes [MENTION=5868]Olgar Shiverstone[/MENTION], would include alcohol

Movement: 1 category slower than normal ("medium" creature) movement due to size. Ignore movement penalty for the use of Heavy armors.
Stonecunning: Always know direction and distance below ground; "Passive" detection involving stonework traps and stonework hidden doors within 10' (1 in 6 chance), "Active" searches receive a +2 bonus.
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every 3rd level- 4th/7th/10th)
Giant Hunter: Bonus to AC and "To Hit" against ogres, trolls & giantkind; +1 to all checks involving knowledge of giants and giantkin.
Goblin Slayer: Bonus to "To hit" and Damage against goblins, hobgoblins & bugbears.
Skilled Craftsman: Bonus to appraisal of items involving metals, gems, weaponry and armor. Bonus also applied using skills in the making of such items. Bonus to all interactions with other Dwarves.
Clan Champion: Bonus to "To Hit" and "Damage" with Axes. "Active" Stonework detection searches increase to +4. Bonus to all interactions with other Dwarves.
Elf
(Except where noted, All Elf Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 12th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Low-light vision 60'
Resistance (Bonus to saves against): Enchantment (Charm-based) magic
Woodcunning: Always know direction outdoors; "Passive" detection involving natural traps (pits, snares, etc.) within 10' (1 in 6 chance), "Active" searches receive a +2 bonus.
Elvin Senses: Danger sense (only surprised 1 in 6); "Passive" detection of hidden doors within 10' (chance of 1 in 10), "Active searches receive a +2 bonus
Elvin Reflexes: Bonus to all "Reflex" saves and Dex. checks.
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every 5th level- 5th/10th/15th)
Nature Wanderer: Bonus to AC within wooded/forest areas. Bonus to reactions with other Elves, normal animals, sylvan and fey creatures (centaurs, satyrs, dryads, pixies, etc.). +1 to all checks involving tracking, animal/plant/fey lore and survival skills.
Orc Hunter: Bonus to AC, "To hit" and Damage when fighting orcs, regardless of weapon or armor. Gain Orc as an understood/spoken language. +1 to checks involving knowledge of orcs (society, religion, combat styles, etc.)
Arcane Affinity: Bonus to saves against all arcane magic effects (stacks with Enchantment Resistance). Bonus to checks regarding the identification, use and creation of (arcane) spells and magical items.
Woodland Champion: Bonus to "To Hit" and Damage with long or short bows, spears and staves. Bonus to AC within wooded/forest areas. Nature-trap detection searches increases to +4. Bonus to all interactions with other Elves, normal animals, sylvan & fey creatures.
Gnome
(Except where noted, All Gnome Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 12th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Low-light vision 60'
Resistance (Bonus to saves against): Phantasmal (Illusion-based) magic
Size & Speed: Bonus to AC against all opponents larger than human-sized.
Gnome-cunning: Always know direction outdoors or underground; "Passive" detection involving traps (of any kind/design) within 10' (1 in 6 chance), "Active" searches receive a +2 bonus.
Gnomish Nose: "Smell Danger" (surprised 1-2 in 6), "Smell Stones" Passive detection of gems or precious metals within 10', "Active" search receive +2 bonus.
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every 3rd level- 4th/7th/9th)
Master Miner: Bonus to "To Hit" with picks or hammers. "Smell Stones" passive ability extends to 30', Active searches receives +4 bonus. Vocal Communication with burrowing mammals. Bonus to reactions with Gnomes and burrowing mammals. +1 to identification, appraisal of types and value and crafting of items of precious metals, gemstones and jewelry.
Kobold Killer: Bonus to "To hit" and Damage when fighting kobolds, regardless of weapon or armor. +1 to innate trap detection, +1 to innate "Smell Danger" (surprised 1 in 6).
Fey Affinity: Bonus to saves against all Enchantment and Illusion magic effects (stacks with Phantasmal Resistance). Bonus to interactions with Fey creatures.
Warren Defender: Bonus to "To Hit" and Damage with short bows, pick-axes and hammers. Bonus to AC within wooded/forest and underground areas. Trap detection searches increases to +4. Bonus to all interactions with other Gnomes, burrowing mammals and woodland creatures.
Halfling
(Except where noted, All Halfling Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)
Automatic/Given Traits
(PCs receive all of the following Traits regardless of Class and/or Theme)
Low-light vision 60'
Resistance (Bonus to saves against): Fear effects
Movement: Halflings may maintain their normal ("small" creature) movement rate regardless of their encumbrance. Halflings may also be Encumbered up to the same level as a Dwarf of the same strength without having their movement rate effected.
Size & Speed: Bonus to AC against all opponents larger than human-sized
Halfling Hiding: All halflings are uncanny in their ability to make themselves unnoticeable in any environment given a minimal amount of cover or objects/obstacles. "Hiding" Halflings will only be noticed on a 1 in 10 chance. Any movement or sound (such as to attack) will negate the Hiding
Selected/Optional/Cultural Traits:
(PC chooses 1 @ first level and may take up additional Options every 2nd level- 3rd/5th/7th)
Land Lover: Bonus to AC within wooded/forest, fields and rolling hill areas. Bonus to reactions with Halflings, Gnomes, Elves and Humans.
Skilled Missileer: Bonus to "To hit" and Damage when using slings, short bows and other small thrown weapons (knives, darts, etc.).
Talented Gardener: Bonus to checks (including saves vs. ingested plant-based poisons or effects) regarding the identification, use and proper growing of plants, herbs and plant/herb-based products, including potions.
Dale Defender: Bonus to "To Hit" and Damage with short bows, short swords, hand axes and daggers. No movement penalty for heavy armor. Nature-trap detection "active searches" 1-2 in 6 chance. Bonus to all interactions with other Halflings and Gnomes.