You're neglecting skills, though. Increased X stat skills give you a % bonus to your current value, which will make them far more useful than a better level modifier, especially since the current max level is 79.
If no one's starting a guild, we should all join the same existing one.
Well, I
did analyse the available skills (as listed in the Codex) but couldn't enumerate them (or work out if they were active or passive skills), so left them out of the analysis.
For the record, a summary of what I understand about intrinsically increased/more effective stats is that the following get bonuses:
POW: Minotaur, Half-Giant, Tension, Jackal
MND: Necromancer, Human, Wizzard (regeneration, not total)
END: Half Giant, Dark Knight
AGI: Ninja, Hunter, Sprite, Scout, Elf, Rogue, Assassin, Goblin
LIF: Pirate, Half Elf, Paladin, Monk, Human, Cleric (restoration)
LUK: Gnome/Scout/Jack/Pirate (for magical finding only), Jack (also across the board), Pirate, Druid, Halfling
But I've been a bit inconsistent insofar as whether to count things that
look like basic modifiers, but under another name. i.e. anything that dealt with 'initiative', or 'ranged skill' increases (as in the Halfling's natural Adaptive skill) or XP gaining ones (which would certainly be useful), I've missed out and I'm not sure enough about the mechanics to decide whether something like Defence equates to Power or not. Initiative looks to be separate. When I start playing, though, I may know.
Although I did make a list of affliction immunities shared by both class and race, so one could at least avoid uselessly (I assume) doubling up.
e.g.: Gnomes, Half Elf, and Humans are Confusion-immune, so making an Illusionist or Jack of that class might be wasteful. (Unless singly it confers a degree, and thus doubly a double-degree.)