Dwarves: Remove clutter, clean up.
Gnomes: Better manual, easier introduction into more difficult techniques.
Kobolds: New features.
Orcs: New features.
Warlocks: Bugfix, Balancing, and a lot more features, as they are the newest, most untested and smallest race.
Mostly sounds good. Additional suggestions:
Dwarves: Yeeeeah, definitely a bit of feature bloat. Their mining, masonry, metallurgy, underground farming of mushrooms, Armok religion, semi-advanced mechanics and stout warriors are the themes I associate most closely with them. Maybe trim down on the more extraneous protrusions. But try and keep most of the stuff relating to the above themes.
Gnomes: The problem I had with gnomes is what do I do before I can do all the cool machine stuff. It seems that there's not enough of an area between their early game nature hijinks and their more late game awesome tech stuff. Although I played a less recent version of gnomes last time I played them. Maybe the new armour and weapon crafting will liven that up a bit. Some more mid game stuff seems like it would be the way to go.
Orcs: I'm actually fine with orcs. They have a lot of features already. They're a tad OP ATM. I like the direction Teelox is going with them.
Warlocks: It would be nice if they had some more accessible magic. Currently, the spells require a LOT of relatively rare reagents to get. More features is good, and I LOVE the sound of the prisoner body parts thing you mentioned earlier.
Kobolds: This might not be a popular opinion, but I LOVE kobolds. Currently, they're the simplest and easiest race to play. Their melee capacity is sort of weak early on, but the rest of their stuff is really good and easy to get. I think they need a more layered tech tree which reaches higher upwards. They don't seem to have any really cool late-game stuff like the orichalcum forges and advanced magic the orcs have or the golems the dwarves have or the awesome machinary the gnomes have or the big ritual thing for the Warlocks. I remember earlier iterations of kobolds having great skill with clay. Maybe that option could be explored again?
The problem with this, I think, is that the less played races (gnomes and kobolds) aren't less played due to a deficiency in their design, but due to a lack of exposure. In both cases there is an initial reason for that: kobolds are meant to be a challenge and gnomes have intimidating complexity, but I think that with a couple of good LPs they could be a lot more popular. Kobolds have only a couple done and only very recently, and generally with an additional challenge, while the gnomes have yet to be placed in the spotlight even once.
I might consider doing a Kobold LP at some point. Taking a bit of break from DF ATM, due to marathoning Charmcrafted to finish my turn in time. That's why Questravagers II is stalled. Sorry folks.