I have a drawback suggestion for dwarf racial traits (when compared to other races have a lack of proper drawbacks): Drunken Haze. If you roll a 3 or under, your attack does not connect due to being drunk. Expires in 2 rounds It is similar to the Large Weapon trait and would provide balance to the dwarf racial traits.
That's directly worst then large weapons! Maybe instead have it decrease the range of the attack by 1, or halved for magic.
At the start of each turn, roll a d6 for each dwarf. On a 6, roll again on the following chart, attach that trait to the dwarf with duration 1: 1: Trip 2: Fumble 3: Blind Rage 4: Combustible 5: Ouch! 6: Obvious Maneuver
If Drunken Haze gets added to the game, and I don't immediately get a 3x unique-to-me item that can fit into any slot, I'm going to call cosmic foul: After which I'll demand a drinking duel with Jon to obtain my proper acknowledgement. Now if you'll excuse me, it's time for some single malt. And some cognac. And maybe some tequila.