Lets take a look at what build options Halflings offered [pre-UD14, and not accounting for overlaps] (note also that none of these paths required any AP spent into halfling enhancements, only having the race):
AC-build (small size + dex-based)
Evasion-build (bonus to saves)
Dex-based melee build
Sneak Attack build (enhancements)
Thrower build (innate, enhancements)
Healbot build (dragonmark)
Lets take a look at what the current Halfling tree offers us (and not including abilities that require dumping excessive AP into the tree):
Sneak Attack build
Healbot build (but with no Greater ability to make it more balanced to the current game- Leeches definitely doesn't cut it, especially compared to Dwarven dragonmark)
Thrower build
You can't (freely) make saving throw builds anymore, nor can you focus on dexterity-melee, or AC builds. There are the inherent imbalances (eg, dragonmarks), and the increased difficulty of making class-race combinations.
That was just one of the lot- the things that need to be focused on are making sure all build types are accessible without massive dumping into the tree, that there are more options to a race than simply [halfling: thrower, healbot] and [dwarf: tank], and more abilities that synergize well with multi-treeing for more complex build options*.
*For example, many abilities currently base on [class level], instead of [class caster level], limiting build options/ED synergy.
On another note, can we use this system pass to take a page from the Dark Alliance games and make Sprint Boost tier 1 universally accessible and unlimited in use?
Then the sprint-boost based toons can up its speed and lower its cooldown, from that base point.
(At the very least, don't put Sprint and Haste boost on the same selector- this game is entirely (healbots aside) based on maximum DPS. There's no reason to take Sprint Boost over Haste boost, as is.)