I didn't say plasmids were a bad thing. They aren't. Plasmids are where unique is a good thing.
Gnomes being "unique" on the other hand is because they are a disparate collection of traits. Forest gnomes are irrelevant wannabe halflings. And rock gnomes are watered down tinker gnomes. The only things you can do with forest gnomes you can't with halflings are ultra-specific and rock gnomes should be a background. It's unique in that it's an odd, spiky shaped piece.
'Unique' gives them more archetypal value. There's more roles they can play rather than being pidgeon-holed into one or two
Take for example everyone's massive standout race, Tieflings. From the simple origin being "You've got lower-planer blood", massive imagination results because it doesn't go too deep into forcing you into an arcetype. Halflings on the other hand are hodge-podged into their role of "Friendly village type", unless they're the one or two weird halfling types that play against form and are scarely halflings at that point
So they don't have an identity. You just wish they did.
They have three identities. Just like how elves are everything from "Arrogant lords in towers" to "Forest lovers who'll shoot you on sight" to "Underground demon worshippers". There's no one stereotypical Elf that'll apply to all of that, why should it be to other ones?
Translation: if you make gnomes more gonzo than they have ever been and give them powers they have never previously had which actively dilute their thematic connect to their roots you might be able to forge an identity for them. There's a reason it's burrowing mammals for the earth elementals.
Or, y'know, bring in common pop-culture traits. Given they're the small, forest living fey, its a Common Pop Culture Trait they can talk to animals. Plus, they could do it in former editions (As a spell, mind). Is this truly 'gonzo'? You're just expanding upon a seed in previous lore and expanding it into something greater, something that goes along with past characterisation and the pop-culture image of them. They already have 90% of the ability, just extend it to larger creatures
Which is entirely unrelated to forest gnomes. But the tedious joke that is Tinker Gnomes should not be core - they should be restricted to Dragonlance and Gonzo settings like Spelljammer. Tinker Gnomes screw up worldbuilding by being a one note joke. They admittedly are only the third worst race in the Krynn Quarantine Zone (kender and gully dwarves being 1 and 2)
So now we've shown that the only vaguely popular gnomes do not belong in the core but are very setting specific then we have them in the right place. Out of core. Or you can have them in core as a race that's basically a background.
Who said they have to be jokes? Just, ditch the 'their technology doesn't work', which rock gnomes have never had anyway, that's a tinker gnome thing. Blam. No joke. You've a reason for the eminant trapmakers, the Kobolds, to dislike them. Heck, the first big looking into gnomes basically said "Yeah they just have a floating mechanical sky city and have invented powered flight". Krynn may have made the tinker gnome thing popular, but other stuff's taken it
I can't see how a technology focused race wouldn't be able to exist in either Greyhawk, with its god of technology and crashed spaceship, or FR.
And if we were to make them a subspecies of halflings not one thing of value would be lost. They're small, they're friendly, they are good at hiding, and they are overmatched.
What do we gain from this? Erasing every part of unique stuff the gnomes have but slapping them with the brush of "Oh yeah they're halflings". Halflings, the race with no origin. Halflings, the race who are eternally Just There. Halflings, the race with no cities of their own, the race with no accomplishments
What do we gain from removing gnomes? Because I cannot see any gain. Nothing.
That you are even asking the question shows the problem. Gnomes are all gimmick, zero substance. Halflings meanwhile are small overmatched everyman characters who are good at hiding because most of them need to stay out of the way.
So do goblins. Or kobolds. And both of them have more on top of that.
Stouts are classic second breakfast enjoying hobbits known for their love of food and enjoy eating. And are able to eat a wide range of things, whether because they've scrabbled for food or simply enjoy a more varied diet than most. And lightfoots are halflings pushed to the margins and who excel at hiding and staying hidden from larger, more dangerous foes.
Tallfellows meanwhile are lightfoots who have a little non-halfling ancestry. For all their claims of who the tall stranger was it was probably a human. After all humans are cross-fertile with everyone else. More importantly Tallfellows aren't directly in 5e as a subrace so they are irrelevant. And yes I agree that Tallfellows were never deserving of being a subrace.
Halflings are a race with substance. Gnomes just have gimmicks - and you want to change gnomes to full Dr. Doolittle
So basically the grand difference is just 'Urban' or 'Rural', is what you're saying. That's all the difference the two races have. Compared to elves who've got their whole 'Magical', 'Deep Forest' and 'Underground' split.
Those two races are barely a gimmick between them, and you could lose either of them and not lose much. Compare to elves, where if you lost one of those sub-races, there'd be people wailing. And no, I want to inject some fantasy into the fantasy game where any level 1 druid can talk to animals anyway, so the race with fey ties may as well do it as well.
Meanwhile gnomes have been desperately scrabbling for an identity and there is no thematic coherence between the subraces.
Ah yes, like the thematic coherence between the types of elves and their famous "These are the magical ones who live in ivory towers", "These are the ones who live in the forests and will gut you for hurting nature", and "These are the spider loving underground ones"
When the most known reason for having subrace splits barely has any coherance between its three most well known, most popular, the three people will gut you for removing, is that really something to strive to? Do we want more subraces as different as the types of elves? Or ones you can barely tell the difference between and seem to be living situations more than anything?
And if you try can do the same for halflings. But it's easier to have uniqueness when you're lacking in coherence and identity.
"Identity" is something they have. 'Coherence' I'd argue they have as well. Rocks, forest, underground, all earthy things. Technology is built of metal, found in the earth, so those who delve can experiment more. Plus, well, saying halflings are unique and have a solid identity is... Well, they have an identity. That identity is "Hobbits with the serial numbers filed off" and everyone knows it. Halflings don't have an identity of their own outside of copying off of Tolkein.
We have the numbers. And no it isn't for the overwhelming majority.
Is there really that much support to remove gnomes and fold them into halflings? I'd be interested to see how people handle this because I reckon most folks would probably be of the mind 'No, keep them seperate'. Regardless, what do you even gain from such? Eroding away what makes gnomes, gnomes, and just slapping the traits into halflings, the race who doesn't even have an origin story in all but one setting?
A trivial amount. Anything, true or false, was used to complain about 4e.
The lack of gnomes and half-orcs was one of the bigger ones.
So the reason to keep gnomes is that a tiny disgruntled minority will complain about the removal of the most superfluous and least popular race in D&D. OK.
They're part of D&D. They've been part of D&D for decades. Playable for decades. They're not the most popular, sure, but if we were removing for popularity, know what's below them? Goliaths. Tabaxi. Tortles. Kobolds. Changelings. Goblins. Satyrs. Centaur. Minotaur. Basically every later race except Genasi, and even Genasi are only barely above gnomes. So many races that have been around for a while. Gnomes still tower eternal above them. Should we just remove them? Just strip away all of the sometimes awkward stuff that D&D's had, just to make it neater in the end?
Agreed that this would be a good change. And goblins could soak up what was left of gnomish identity without trouble. Goblin tinkers are a classic. And why goblin tinkers are vastly better than tinker gnomes is that no one even tried to pretend there's an entire one note joke subrace of them which means that although they can be almost as annoying they don't have the worldbuilding issues.
Of course though, that isn't how goblins are presented (As much as I, a Warcraft fan, do like my tinker goblins). Gnomes are still the small friendly Fey group who have an inventive streak, as likely to be found in the forest or in the workshop. Its an identity that's stood. No, they've not always got the best history of using it, but its something