I think it would be great to add additional perks to every race/class combo.
Just a little something to make it distinct without throwing off the balance entirely.
Feral:
Warrior: riposte and two-handed at 103%
Thief: pilfer has chance of bloodloss
Cleric: fury while using holy hands = bonus
Shaman: improved hex - 103%
Ranger: improved ambush - 103%
Ninja: affected by detects hidden+invis
Blademaster: improved blind fighting - 103%
Gnome:
Warrior: improved warcry - 103%...they need the self-confidance.
Thief: dig
Battlemage: buffing spells get a +25% duration
Invoker: improved enchanting - 103%
Bard: improved tune - 103%
Ranger: improved camp - 103%
Blademaster: can extend stance duration by 50% once per stance
Storm:
Warrior: splash (like dirt kick in water but max 50% chance to land)
Cleric: rescue
Healer: improved calm - 103%
Berserker: improved rage - 103%
Stone:
Warrior: +10 hitgain in mountain/forest
Ranger: improved ranger staff - 103%
Berserker: haymaker at 103%
Fire:
Warrior: hand to hand attacks have a chance to sear
Cleric: 50% chance to powergrip shield on succesfull disarm
Shaman: failed ethereal passage has a chance to break the door
Berserker: improved roar - 103%
Werebeast:
Ranger: improved camouflage+quiet movement - 103%
Berserker: no mana cost or lag to transform when raged
Half-Elf:
Warrior: improved fired weapons - 103%
Thief: improved cut-purse - 103%
Bard: improved taunt - 103%
Ranger: -20% delay on herb timer
Monk: autosneak
Paladin: improved heroism - 103%
Ninja: improved vanish - 103%
Blademaster: improved pinwheel - 103%
Ogre:
Warrior: rugged. natural -5 aff saves
Ranger: improved blind fighting in forest - 103%
Berserker: improved headbutt - 103%
Avian:
Warrior: flying charge +3%
Thief: flying blackjack +3%
Ninja: flying strangle +3%
Battlemage: improved earthquake - 103%
Invoker: improved hurricane - 103%
Necromancer: improved summon - 103%
Dark-Knight: flying bash +3%
Bard: flying knockout +3%
Blademaster: flying vigil +3%
Dwarf:
Warrior: stalwart, lagged less when bashed
Cleric: improved shield block - 103%
Healer: curer, improved cures - 103%
Bard: improved brawl - 103%
Blademaster: improved bladestorm - 103%
Berserker: berserk in combat has a chance to strike the enemy
Duergar:
Warrior: cutpurse
Cleric: improved path of deceit - 103%
Shaman: -15% wait between voodoo dolls
Thief: improved traps - 103%
Blademaster: improved kairishi - 103%
Berserker: berserk skill does not affect ac
Halfling:
Warrior: improved dodge - 103%
Thief: improved circle - 103%
Cleric: improved bless - 103%
Healer: -15% wait on accension
Bard: improved tarot - 103%, +50% tarot duration
Blademaster: -20% mana cost when balance kicks in
Ranger: improved tame - 103%
Slith:
Warrior: can pugil with a 2h spear
Thief: -15% wait on shed
Blademaster: improved critical strike - 103% (spear only)
Minotaur:
Warrior: improved dirt kick - 103%
Berserker: only race/class with custom perk already
Illithid:
Necromancer: improved sleep - 103%
Elf:
Warrior: improved parry - 103%
Thief: less movement cost while moving hidden
Ninja: improved decoy - 103%
Cleric: improved sanctuary - 103%, +25% duration
Healer: +10 managain
Battlemage: improved field dressing - 103%
Invoker: improved mystic tendrils - 103%
Ranger: evade projectile, 25% chance to evade return ranged fire
Bard: improved haggle - 103%
Blademaster: honour, +3% weapon proficiency when in a challenge
Paladin: improved lay on hands - 103%
Drow:
Warrior: sidestep, 33% chance to avoid succesfull bash
Thief: improved backstab - 103%
Ninja: improved envenom - 103%
Cleric: improved minister - 103%
Shaman: improved insomnia - 103%
Battlemage: improved flashfire - 103%
Invoker: improved dispel magic - 103%
Necromancer: improved vampiric touch - 103%
Blademaster: improved spellkill - 103%
Dark-Knight: improved extort - 103%
Faerie:
Invoker: improved mana charge - 103%
Battlemage: improved scythes - 103%
Thief: magical creature - toggle magic damage regardless of weapons used
Bard: improved lullaby - 103%
Human:
All: Supposed to be good at anything they do. Give them faster learning and allow them to up to 102% in any skill/spell pertaining to their guild. (selects which add further % will be tacked on to the 102%)
Hope this provides some food for thought, feel free to copy/paste and come up with your own perk ideas.