Overall I like them, some positives (+) one negative (-). Some specifics:
1. kleptomania ++ : Needed to go!
2. no Darkvision + : I hate the idea that every race needs Darkvision. They didn't have it 40 years ago and don't need it now:
3. Fearless + : Pleasent surprise. The original Kender were totally immune and we knew WOTC was not going to do that. The advantage and 1 legendary is a good compromise. You have advantage and then on top of that most monster frighten effects are of the variety "if you save you can not be affected for that day" .... so in play I think this will be pretty close to immunity:
4. Kender Aptitude neutral: It needed a boost mechancically
5. Speed 30' + : As expected
6. Hoopak -- : The Hoopak is a disaster. First off it needs to be a racial weapon, second it is AWFUL mechanically. Two handed weapon that does a poor 1d6 damage (and 1d4 as a missile). It is not heavy so you can't use GWM with it and it is a melee weapon so you can't use Sharpshooter when you make a ranged attack. You might be able to get away with a Hoopak on a Wizard, Cleric or Rogue where the damage won't be so important, however since it is a martial proficiency only martials will be able to use it and they will be seriously nerfed compared to someone who could do 1d10 damage or 1d8 damage with a shield.
For SODQ I think I am going to play a Kender Conquest Paladin with the Nuitari high sorcery initiate background. Start with a 17 Charisma, Pick up Hex, Dissonant Whispers at 1st level, Tasha's Mind Whip at 4th and then get Shadow Touched with cause Fear as my other 4th level feat and boost Charisma to 18. Add in some Paladin spells and I will have a nice Gish. I might take a 2-level wizard dip for War Magic too for a few more spell slots and initiative boost. Unfortunately he will not be using a Hoopak, I really looked at it and I just don't think I can make it work.