Hmm, well, the current abilities of the goblin seem a bit more similar to a redcap or a hobgobbo. Some other things from those mythos I can remember is that it's impossible to outrun a redcap despite it's iron-clad boots, and that it needs to dip it's cap in human blood every day. Maybe give it a bonus to chasing down fleeing opponents? (AKA a bonus to gross agility?) A different one is they can shift their form into sinister shapes, like wolves, ugly humans, rats and the like. The last one I can remember is they are good housekeepers and craftsmen, so you could also give a bonus to crafting, cooking, brewing, etc. Any of these should be alright to me. If they seem OP, you can also balance them with the whole blood-cap thing or their traditional weakness to cold-iron as a fae.
Tools would be nice, as they'd likely add a good bonus to our rolls for crafting. Overall though, the alchemist seems to have been getting pretty good rolls, due to her +6 in alchemy. The lack of healing powder seems to be mainly that as soon as it gets made, it needs to be used right away to patch up someone. Either we should get a large stock built up, or use tactics that don't get us as badly thrashed in combat. I think the tools that would be handiest to get first would be for the smithy, making it easier to make additional tools. *finishes tossing in 2 cents*
Also, it's probably not too important now, but maybe we could get one of our enchanters to enchant a barrel that will keep blood fresh in the future? I just thought of it, because it might keep our two vamps from needing to get their blood fix fresh from the source all the time