If you take all the 'grades' used to determine racial stats (A, B, C, etc) and convert them to numbers (1, 2, 3, etc), then every single race was built with the exact same number of points -- reminiscent of certain old RPG games, if you will.
Table for all the racial stat grades (pulled from the stat calculator page):
Code:
HP MP StrDexVitAgiIntMndChr
// Hume D D D D D D D D D
raceGrades[0] = new Array(4, 4, 4, 4, 4, 4, 4, 4, 4);
// Elvaan C E B E C F F B D
raceGrades[1] = new Array(3, 5, 2, 5, 3, 6, 6, 2, 4);
// Taru G A F D E C A E D
raceGrades[2] = new Array(7, 1, 6, 4, 5, 3, 1, 5, 4);
// Mithra D D E A E B D E F
raceGrades[3] = new Array(4, 4, 5, 1, 5, 2, 4, 5, 6);
// Galka A G C D A E E D F
raceGrades[4] = new Array(1, 7, 3, 4, 1, 5, 5, 4, 6);
HP+MP always adds up to 8. The remaining stats always add up to 28.
Build-wise it may make more intuitive sense to reverse the numeric order, such that A is 7 and G is 1, thus indicating where you're spending most of your points. Totals remain the same.
Table with the numbers reversed, indicative of 'build cost'.
Code:
HP MP StrDexVitAgiIntMndChr
// Hume D D D D D D D D D
raceGrades[0] = new Array(4, 4, 4, 4, 4, 4, 4, 4, 4);
// Elvaan C E B E C F F B D
raceGrades[1] = new Array(5, 3, 6, 3, 5, 2, 2, 6, 4);
// Taru G A F D E C A E D
raceGrades[2] = new Array(1, 7, 2, 4, 3, 5, 7, 3, 4);
// Mithra D D E A E B D E F
raceGrades[3] = new Array(4, 4, 3, 7, 3, 6, 4, 3, 2);
// Galka A G C D A E E D F
raceGrades[4] = new Array(7, 1, 5, 4, 7, 3, 3, 4, 2);
In terms of mathematical balancing, it works. Every race can be considered overall 'equal' because none of them have an advantage in the number of points spent.
The problem, of course, is that the stats themselves are not equal in value. If, for example, we assessed that HP was, point for point, worth twice as much as MP, then the weighted totals across the races would be:
Hume: 12
Elvaan: 13
Taru: 9
Mithra: 12
Galka 15
Similarly with something like Chr. Technically Mithra and Galka have given up a couple points in one stat to improve some of the others. However since Chr has such a low value in game, they end up with a net improvement in their total weighted score because what they gave up wasn't worth very much.
Obviously one must also consider the conditions of each assessment. If a mage is never getting hit, then a higher HP doesn't have much value, for example, but the value increases as the threat against the player increases. The value of MP, on the other hand, rapidly decreases as MP recovery improves, so the absolute value of MP depends on how much additional support is around. The issue is that those two conditions usually coincide: as the threat against any given player increases, the amount of support personnel required is also going to increase, which in turn devalues MP. So the relative HP:MP weighting shifts dramatically towards HP in endgame content.
So the current demand evolves from the conclusion that the overall weighted totals are no longer well balanced across the races, particularly in endgame. Non-endgame material doesn't see such a significant imbalance since the materials don't weight so heavily for or against any particular stat (though certain stats are still more valuable than others).