Yeah... mummies pretty much universally suck. Deep Dwarves make better necromancers (Pain doesn't damage them, making the early game a breeze and vampiric draining fixes a lot of their healing issues) and the poor mummy buggers just plain suck as melee combatants. They get no automatic stat gains, their aptitudes are almost entirely -2 (only slightly more than half the absolute lowest they can get.), and they can't use potions, which are the most reliable early-game panic button. The only real early-game advantage they can get is hungerless sif channeling, i.e. massively increased mana regen rate (at the cost of turns), and that's only actually useful (surprisingly) in a very few, very specific situations. Which is a sad, sad thing, 'cause I freaking hate crawl's food clock.
If you like minotaurs, try a straight fighter using maces or swords, then 'downgrade' to leather armor or robes (or simple ring mail, which has pretty low EV penalty) asap; high-ish EV and a shield drastically increases survival. Minotaur's biggest problem is universally low magic aptitudes -- by the end-game, having a certain few spells reliable castable basically increases your chance of winning
exponentially. Draconians seem to do alright too, as do high elf and merfolk crusaders -- the starting enchantment-themed book drastically improves survival rate.
I'd probably say give a troll hunter a go, after giving it several attempts at sprint runs. They start with throwable large rocks, which hit like g'damn freight trains (I've seen them one-shot Sigmund! Well, may have been Igjyb, but still... definitely two-shot siggy.) and have a low squelch rate, and the troll can still just tear things to hell with their claws if things get dicey. You basically claw everything except uniques to death, throw rocks at the uniques, and if you run out of rocks you can throw nets which can basically paralyze critters for a few turns. I've just rolled one up to double-check the non-sprint stuff, and I've breezed through the first four dungeon levels without even slowing down, despite running into Igjyb and both a wizard and priest orc pack.TrHu is, honestly, probably easier than the berserker version.
Or spriggan enchanters, which is basically the single most imba combo in the game right now. Stab a few things in their sleep to hit level 2, then learn hibernation and stab everything
else in their sleep, regardless as to if you found them that way. Then hit level three, get confusion, and be basically set until, uh... until. Yeah.
Well, the list goes on.
Check this out for a list of some easy-as-pie ('least so far as crawl's murder-themed RNG goes.) combos.
EDIT: TrHu just found a robe of the archmagi on D:5. That's the first time I've even
seen on of those outside the sprint maps. I mean... it doesn't do much for 'im, but
still. That's a pretty harsh thing for the RNG to do to a basically magic-dead race. Dies to grinder a bit later, though. Freak of nature had a lightning wand. Lightning wand + freaking paralyze = dead TrHu.