Race Changes:

Dwarves
Add bonus:
Each peasant fills 2 jobs

This will help Dwarves better utilize their BE bonus. It'll also help out their economy or allow for more networth efficient armies, all while providing minimal increase on their (already strong) explorer potential.
I think this will make them more appealing. NOTE: Province income will be determined by jobs filled - peasants will not produce double gold.


Orcs
Remove penalty:
-10% building efficiency

Orcs are already stripped of any offensive TM potential, don't damage their efficiency as attackers too. Orc's attacker bonuses aren't as useful as they appear, when compared to the likes of Undead for example.
+25% gains is of course very nice and helps for the first few days of a war but beyond that they will become quickly warn down. The increased gains count for nothing when Orcs struggle to maintain armies strong enough to justify it.
Removing the BE penalty if nothing else will give them a little help with efficiency, which in turn will help their economy.


Halflings:
Remove bonuses:
+1 Stealth
-50% Thief cost
Add bonuses:
-1 Stealth cost
75% Immunity to Clear Sight and Watchtowers

Add spell:
Invisibility

Elite:
6/6 6nw 500g

These changes will put Halfling back in the game as a decent AT. The change to the Stealth mechanic is intended to remove the demand of increased activity in order to best utilize. Now a Halflings stealth will replenish at a normal rate but can provide more ops per login.
This will also make them even more attractive as intel gatherers by making their SoT's free of charge. The ability to bypass Clear Sight and Watchtowers more easily is designed to make them more viable in taking down turtled provinces (particularly Faerys), which is one of the main reasons people go Rogue in the first place.


Elves:
Remove bonus:
+2 Mana
Add bonus:
-1 Mana cost

Same reason as the Halfling change.


Personality Changes:

The Rogue
Remove:
+1 Stealth
Add:
-1 Stealth cost


Mechanic Changes:

Do something more with Mercenaries. Make a building lower their cost, or give reduced cost or increased Mercenary strength to a race or personality.

No cap to wage rates. Let a player pay their military as much as they like, giving diminishing returns the higher it is set.

Let players reinvest their science books. Let them remove a specified number of books from a particular pool with x% lost permanently, and the rest becoming blank books to invest into a science of their choosing. This allows them to deal with networth inefficiency from being chained down a long way, or lets them adjust their playstyle if they so wish.

Create an option on KD pages to let people go straight to their magic, operations or war room pages targeting a specified target. A simple convenience addition.

Allow players to restart their province (changing race/personality), whenever they wish without leaving their KD. Being forced to play an entire age with a setup you're not enjoying isn't good.

Allow kingdom mates to swap provinces, officially binding login details to the other province - incase they're bored of their setup and role or think another player will do a better job etc. Maybe make this a shop option.