I was just crunching some numbers myself and about to post something, so I'll weigh in here.
I'm not sure that I agree with you about races having automatically trained skills, except for humans getting a single bonus trained skill. I hadn't considered them having two bonus trained skills; it's certainly an interesting idea and adds a little more to the human's racial perks, but I think it's just one. I can't really back that up, though.
Here are some other things I've noticed, and comments about your musings:
Humans:I think humans get +1 to Fort, Ref, and Will defenses, and to initiative. Their feat, human perseverance, boosts saves, which are apparently different from defenses.
And now some math: Initiative is easy. The human cleric has a +1 initiative modifier but a +0 Dex bonus, so he's obviously getting a bonus from somewhere. My bet is on a human racial bonus rather than a cleric class feature.
I noticed something interesting about defenses, which is that they appear to be based on attribute "groupings". If you look at the stats, you'll notice that they're listed in a different order than the 3.X way. Instead of Str, Dex, Con, Int, Wis, Cha, we have Str, Con, Dex, Int, Wis, Cha.
My theory is that the stats are organized that way for a reason: Fort defense is based on Str OR Con, AC and Ref are based on Dex OR Int, and Will is based on Wis OR Cha. I might make a more detailed post about this in the classes section, but I think I can back it up with math.
Anyway. The human cleric's defenses are 13/12/17, and assuming my theory is correct, his associated modifiers are 2/0/4. Add to the base 10 and you arrive at 12/10/14, but we need some help to get us to the numbers we see. If you add another +1 in, you get to 13/11/15, and if you assume a cleric's base defenses are +0 Fort +1 Ref + 2 Will, then we match.
Of course, it's possible I'm just completely off and a cleric's base defenses are +1 Fort +2 Ref + 3 Will, but based on the entry in Races & Classes about humans that mentions them being more resilient, I think +1 Fort, Ref, and Will is a good candidate for an ability that does that.
Eladrin:Eladrin have a +2 on History checks. Assume History is an Int-based skill, for a +1 modifier from the ranger. Make it trained for +5 more, total of +6. That still leaves us +2 short, which is handled by a racial bonus to match the +8 on the ranger's character sheet.
Half-Elves:I don't think half-elves get automatic trained skills, and I'm pretty sure prime shot is a warlock power, not a half-elf power. Do you have any justification for believing that all half-elves get Streetwise and Thievery as trained? I think they're just available for trained skill picks warlocks.
IIRC, one of the warlock powers gives you a bonus when you're the closest to an enemy, so that's why I think prime shot is a warlock power and not a half-elf power.
Also, I've seen this discussed elsewhere so I can't really take credit, but if you look at the list of the half-elf warlock's powers, you'll notice ray of frost from the
wizard list in there. There's been speculation that half-elves get to pick one power from another class to add to their list to represent their versatility/skill at multiclassing. I think that might apply to skills as well, since Streetwise and Thievery seem kind of incongruous on the warlock list, but it would make sense if the half-elf could cherry-pick a wizard power and two trained skills from the list of another class.
Also, it seems that half-elves get a +2 Insight bonus. The warlock's Wis modifier is -1, and it seems that Insight is trained, bringing the total to +4. A +2 racial bonus gets us to the +6 on the warlock's sheet.
I can't figure out where one point of AC on the warlock is coming from, so there is a chance that half-elves get +1 AC, maybe to represent them learning to better defend themselves after living a rough life? That seems a little contrived, though; I'm leaning more toward warlocks who choose a fey pact gaining a +1 bonus to AC.
Halflings:Again, I don't think halflings have Stealth as an automatic trained skill. In fact, it seems to me that Stealth isn't trained at all. I think it's just -3 for a +1 Dex modifier and a -4 armor check penalty from plate armor.
Similarly, I think halflings get a bonus on Acrobatics. It seems that plate is a -4 armor check penalty, and the halfling's Dex modifier brings that to a -3. It takes a +2 racial bonus to get us to the -1 on the paladin's sheet.
I think there's also a chance that small characters gain a +1 bonus to their Ref defense to represent them being more dodgy and nimble than bigger creatures. I have to admit that this is mostly just a case of trying to apply numbers because the character sheet says that the halfling's small size has "already been added in", which implies that something exists to add.
Tieflings:I think tieflings get a +2 bonus on stealth. Assuming that the feat Skill Training literally gives you a bonus trained skill, the wizard's stealth bonus would be +7 (+2 for Dex and +5 for training). Slip a racial modifier in there and you get +9, which matches the sheet.
Also,
here is your elf link.
What do you think?