Vax, if you want to see the Kender, Gullies, and Tinker Gnomes as they were Intended, Read (or Re-read) the first three Dragonlance books (Autumn Twilight, Winter Night, and Spring Dawning) and then the three "Twins" Books (Time of the Twins, Test of the Twins, War of the Twins). THAT is the original vision for the races. There was some comic relief in there, but as Geron mentioned, there was some very enlightening moments in there too. In many cases, Tasslehoff noticed many things wrong with Raistlin before the entire rest of the group did.
Gully Dwarves are pathetic, poor creatures, even lower than goblins in many ways - but also capable of nobility and purpose, and quite a few surprises.
Concerning their survivability, Kender were blessed with many special abilities to support their curiosity. They were immune to fear, but not stupidity, as seen in Tasslehoff and many kender in other early 1990's books by other authors. (Of course, an equal number were shown by OTHER authors to be stupid as lemmings, but that's the whole point of contention in the first place.) They also had fantastic abilities at hiding and not being seen, and they also had uncanny skill with both ranged and melee weapons, specifically a hoopak.
The obvious similarities between the Rings Trilogy and Dragonlance were entertaining to me. Music and art was important to Krynn, and is a subject no longer played up in other settings, such as the Forgotten Realms. It tells you much about a people, to flesh them out in a campaign. WHile the main books delved into the info slightly, "Leaves from the Inn of the Last Home" did much to flesh out the world, and gave DM's much to add flavor to the world.
I myself would not like to see much change from the Dragonlance Adventures 1st edition book and this one. Only add the changes that are necessary to get it in line with what WotC requires inclusion of, and flesh it out with perhaps a whole chapter on music, art, tales, etc. that make the world alive, and make the majority of the book on handling the mechanics that make Krynn different from other D&D campaigns.