but not implemented yet.
Daryk gave suggestions for the stat modifiers for Orcs, Goblins, etc.
Been doing some more reading, so here's take two:
Orcs:
Based on what you posted about flanged bones and such, I'm thinking +2 Strength, +1 Body, and just -1 CHA. The other negative comes from social prejudice. That could either be "Compulsion/Distrust non-greenskins", or some other social disadvantage (like Reputation) that leaves being an orc a total of 0 points.
Dwarves:
You mentioned repeatedly they were hardier than humans, and that they had higher muscle density. That leads me to the reverse of the orcish bonuses: +1 Strength, +2 Body. In the minus category, mostly they're SHORT. I think that leads to no penalty in a Small Cockpit, but one in a "normal" one. There could also be a social penalty of some kind. Probably -1 Reputation (which isn't usually justified anyway). They MIGHT have a -1 Charisma, but I'm not convinced of that.
Goblins:
This is the trickiest one. They're SHORT, like dwarves, but not as muscular. I think this leads to a -1 Strength. Reading about Jenny's in bred compulsion to protect children, I'm not sure of a -1 Will is in order or not. They definitely get the -1 Charisma from their green skin and somewhat worse social disadvantages than orcs, so that just leaves where to put their advantages. I think what you've depicted could easilty justify a +1 Dexterity AND Reflexes (they're hot shot pilots, after all). And the whole "church goblin" thing leads to a +1 Intelligence. You've also mentioned their resistance to abuse, so +1 Body for that.
I'm also thinking that race would be totally separate (and thus cumulative with) phenotypes. Uruks are indeed "troll" scary (they're STR goes to 11, or 12 with Exceptional Attribute), and so would be goblin aerospace phenotypes (who would also be natural protomech pilots, even without needing all the EI)!
I also looked at both Pain Resistance and Toughness. Unfortunately, they're both +3 point traits, and thus probably best reserved to particularly tough individuals. Altered senses are also hard to model, as there are trade offs there, and even the basic enhancements are +3 or +4 point traits.
And here's a Goblin carbine to go with the Orcish Assault Rifle:
Equipment Rating: C/C-C-C/D
Armor Piercing/Base Damage: 4B/2B
Range: 15/45/75/150 meters
Shots: 10/3
Cost/Reload: 400/1 and by ordnance type
Affiliation: -
Mass/Reload: 3kg/75g+600g
Notes: Semi-automatic (Burst 1), Recoil 0
TW Damage: 0.61 (1/2/3 range), Heavy Burst special when used as a primary weapon
So, before I pull the trigger on it...
What would a Protomech designed for
Goblins (and by them, possibly) look like?
Key psychological traits for (at least Kowloonese) goblins:
They're prone to viewing 'sneaky' as a value, and don't like 'fair fights' if they can just kill an enemy directly from stealth. (they tend to do a lot of commando work in ground combat, though as aviators they're more on the 'crazy/risky/adrenaline junkie' type aviators-the kind that wow crowds at Air-Shows in peacetime and do low-level supersonic approaches at terrain hugging tens of meters AGL)
so, what would a protomech suitable for these green-skinned psychos look like?
For completeness; Goblin populations in the Clans (and homeworlds) tend to wind up in the Technician or Scientist castes, very few manage to test into the Warrior Caste, even against Aeropilot phenotypes, though a few do yearly among the Cloud Cobras, Snow Ravens, and Jade Falcons (whom are remarkably more inclined to include greenskins among their second line troops than the other Clans.)