Darkvision 60 feet +2 to craft +2 to appraise +2 to search in stone structures or dungeon environs Bonus search check attempt in such areas +2 to listen +2 AC +2 to-hit with ranged weapons +1 more to-hit with thrown weapons +5 to hide +1 to fort saves +1 to will saves +2 to reflex saves +2 to saves vs. fear -1 to climb -1 to jump -1 to swim -2 to melee damage -2 to throw weapon damage -1 to projectile weapon damage -5 penalty to trip and grapple checks +1 to initiative +1 to balance +1 to escape artist +1 to move silently +1 to open lock +1 to sleight of hand +1 ride +1 to tumble
vs.
Darkvision 60 feet +1 hit point per level +1 to concentration +1 to hide +1 AC +1 to hit with ranged weapons +1 to fort saves +1 to reflex saves +1 to initiative +1 to balance +1 to escape artist +5 to move silently +1 to open lock +1 to sleight of hand +1 ride +1 to tumble
OK, which of these ability sets is better? Which one should get a frickin level adjustment, and why?
Yes, that's the Deep Halfling (3.5 LA +0) and the Hobgoblin (3.5 LA +1).
Forcing you to ask whether:
-1 to climb -1 to jump -1 to swim -2 to melee damage -2 to throw weapon damage -1 to projectile weapon damage -5 penalty to trip and grapple checks -1 hit point per level -1 to concentration -4 to move silently
is worth
+2 to craft +2 to appraise +2 to search in stone structures or dungeon environs Bonus search check attempt in such areas +2 to listen +1 AC +1 to-hit with ranged weapons +1 more to-hit with thrown weapons +4 to hide +1 to will saves +1 to reflex saves +2 to saves vs. fear
Keep in mind that -1 to one thing and +1 to another is a net advantage because you will naturally gravitate to using the things you have bonuses to move often than the things you have penalties to.
And that's more total bonuses on the halfling side than penalties on the halfling side.