I used to hate Gnomes but then I played Majesty --
https://youtu.be/CMgeL3TPIWg
I think their major weakness is not having a consesus on what the mainstream version of a gnome is - It's always a toss up between 2 main ideas and a couple minor ones.
A: Gemstone Cutters that are forced to be Illusion/Mage etc (1st E D&D) and
B: The all in inventor/technology gnome (Arcanum and Warcraft)
I mean there are subtypes of course, but most of them are pretty small deviations A: Alchemist instead of Illusionist and B: Arcanum etc adding class struggle stuff to the steampunk gnome or a couple Gunner types in addition to the actual mechanists and inventors.
I think both A and B type gnomes have problems - A type are the closest to being "budget" dwarves thematically.. And B: while it stands out more, has the problems of full Orcs player charathers - it's an ok race concept but it is much more suited to be NPC/enemy only than a player race.
A type gnomes have grown on me because some games give them the best portraits for wizards
Bearded Wizard with Pipe(and Illusion is one of the more self suffiecent CRPG specialist schools, especially in level restricted games where Blur/Mirror Image - take up a chunky proportion of the playthrough instead of only the earlygame , or in games where you need crowd control, since blindness and prismic ray type spells, almost as an unwritten rule, have far less enemies immune to them than any other Crowd Control status effects. (Bradley Wizardly, Black Isle games, Original Sins, countless others) -
I think the reason Half-Orcs are pushed at all is because of the idea that if you had a full Orc player chararather it should be attacked on sight in any city in any baseline setting. I think that it's a good idea at the rulebook level, but actually playing them is like- if you really want players that are "bigoted against" but only enough that they are still playable (only really worrying about extremeist and NPCs who personally had family members killed instead of actually everyone in world) you are probably better off just making a specific incident or human modeled culture conflict. Half-Orcs player charathers turn into the same gameplay as Human/
TLDR - Half Orcs shouldn't REALLY be playable, they should just used be as an example to prevent players from playing Full Orcs or other monsters so the setting can remain cohesive and firmly about adventuring.