Blue text hurts eyes ><;
The point he, and several others, have made time and again is this:
You take a High Elf who gets 50 extra Magicka and the Highborn ability, you plow them through the Heavy Armor, Two Handed, Smithing, and Block perks, you upgrade Health/Stamina only, and then enchant their Armor/Weapons... you get a High Elf that can fight and take damage pretty much on the same level of an Orc who did the same thing.
That's the issue here. That me picking a High Elf can be built up to be a nearly carbon copy of an Orc. We're not saying making a Warrior Tank High Elf shouldn't be possible, what we're saying is that there should be a fairly large gap between what a Tank High Elf can manage and what a Tank Orc can manage. Your racial ability, in the case of Orc's Berserk, are usually once a day skills, so once it's used there is even less difference between a Tank High Elf and a Tank Orc.
That's the issue.
It's like if you went into D&D and wanted to make a Human Ranger or Human Assassin instead of an Elf Ranger or a Drow Assassin. A Human Ranger or Assassin is possible to do but to get to the same skill level as a race that is better suited for the job should be harder, and rarer, to do.
Well the Dovakiin is a special person, so there isn't anything indicating that he can't be one of the rare "Elf tanks" or "Orc mages". However, I do agree that race needs more differentiating factors. A more subtle change that I'd like to see is patching the game so the races start off with all stats at like 5 or 1, except for their specialized stats. That way, it's much harder to build up an Elf tank, Orc mage, or Nord mage at the beginning of the game. Then, as you gain experience, the game becomes progressively easier (because your character is adapting to his or her role) and this sense of progression actually makes sense.
I also saw another idea on the board that I liked, but it was posted much earlier so I can't find it. Making it so that skills that the races are specialized in (i.e. magic skills for elves; melee combat for Orcs; etc) can go above 100 really helps in immersion. The poster also suggested having special perks for the race, which I also agreed with. Perhaps an Orc who reached 150 or 175 in one-handed would be able to do a kill animation where they bit off someone's neck, in true beast fashion. Or maybe a High Elf who reached 150 or 175 in destruction magic would gain access to a set of special "High Elf only" spell list which is lore-friendly. To make it even more special, skills would take 2x longer to level past 100. That way, an Orc with 200 in one-handed can have some really OP perks because he's just that good.
The above idea would also help differentiate races from each other. While Orcs and Nords can both get up to 200 in one-handed, for example, they would have different perks which cater to their lore fighting style. This gives impact to the race you choose AND, while it limits roleplaying options, makes playing an out-of-his-element character much more rewarding because you feel different from other characters in the game (Nord mages would be weaker than High Elf mages, but you'd be unique in that you'd never see a battalion of Nord mages fighting in an army).