The problem with high elves is that they're extremely niche. If you want an armored elf team, the dark elves will perform better than the high elves. Similarly the pro elves are much better suited for the long pass than the high elves. So the only real reason to use high elves is that you value having high armor, but also a strong long pass game. That's oddly specific.
Furthermore, they're the worst starting elf team. Consider the four elves taking their typical starting rosters. WE: 2 WD, 2 RR. DE: 4 Blitzers, 2 RR. PE: 2 Blitz, 2 Catch, 3 RR. HE: 2 Blitz, 2 Catch, 2 RR. They all get their other typical (and less relevant) positionals as well, of course.
Game one is WE, DE, PE, HE. Two wardancers are immensely capable at a time when everyone's still using their starting skills, four block for DE puts them in second place, and the PE edge ahead with their third reroll. Assume every team gets two TDs on a player of their choice, non-double.
Game two is WE, DE/PE, HE. One wardancer now has strip ball, making them even more dangerous. Dark elves and pro elves are in a tie, as the DEs have two more blocks, but the PEs have another reroll and a blodge/ss guy, very annoying. HE still last with their singular blodger. By now everyone's bought an apothecary, but doing so prevents them from adding additional positionals.
Game three is WE/PE, DE, HE. The other wardancer has fewer good choices, tackle or SS. Tackle's more useful long term but less useful now. Pro elves move into a tie for first with two blodge/ss'ers and a third reroll. DE's two blodge is less impressive by comparison, but they still have four block. HE doesn't even have that, though.
Game six is DE, WE/PE, HE. Dark elves are looking strong with up to five blodge players, as their blitzers have all made it and their witch elf has too, with another one soon to follow. The runner probably has leader by now, if not then the team might've picked up a reroll instead. The Wood elves have a blodge catcher by now, have added on a tree, and maybe another skill for the wardancers or a blodge lineman. If the wardancers got another skill, it's side step. Leader thrower or a third reroll is also expected. Pro elves have begun levelling their catchers and have added on another one, maybe even two, so they're at two blodge/ss and two or three dodge catchers. You might have a blodge catcher by now, or another skill on a blitzer. High elves haves begun adding their remaining catchers, but might've picked up a reroll instead, as throwers are expensive, so leader is less appealing on them than the more expendable WE/DE players. Their three catchers all have dodge, and one blitzer might have SS. They're less behind now, but they're still last.
Of course in practice there will be doubles, deaths, variable winnings, MVPs, and you're not going to get two TDs on your chosen player every game.
If you're unsure of your skill and you pick goblins, then you will probably lose every game you play. You could still lose every game with a good team however, and goblins are a more entertaining team in defeat than khemri.
If you want to maximize your chances, take a team with lots of starting skills. Amazon is probably the best choice, but norse, dwarf, chaos dwarf, and orc are all solid options as well. Elf teams are less forgiving in the sense that you're going to be outnumbered a lot, but also more forgiving in the sense that the few remaining players you do have are
until they die.