How about a unique Saris tier VI ability based around the feline 'nine lives' concept. Saris are supposed to have an affinity with life magic anyway.
Imagine an ability with say... a 30 minute duration and a 1 hour cooldown. While the effect is on, if the Saris dies he or she has a 50% chance of being brought back at full health (though with the death point and penalty.) Obviously this would be a very powerful ability which would need to be balanced with the other races abilities, but I think it fits the Saris theme nicely.
A passive speed bonus, or a jump modifier which would be either passive or active would be nice for Saris as well. Unarmed attacks are more the domain of the monk though. (I would personally like to see the Saris unarmed attack animations be changed to have them swiping with claws as opposed to punching. There doesn't need to be any racial abilities based around this.
Other races...
Human:
Human Resourcefulness- +10 innate modifier to all skills,
Human Learning- Innate +1-2% experience modifer (very very subtle, but noticable in the long run),
Human Adaptability - Temporary moderate, or innate small bonus to all elemental resistances.
Sslik:
Sslik Sprint- In real life, lizards are fast little buggers when they need to be. An additional 'Sslik Sprint' wouldn't be out of place though perhaps a bit redundant.
Sslik Camoflage- Temporary percentile evasion boost.
Natural Healing- Innate small regeneration bonus, perhaps that works even in combat, OR healing spells and abilities gain an additional boost when used on the sslik.
Dwarf:
Dwarven Willpower- A dwarf's natural stubborness gives him or her an innate mind ward or temporary immunity to mind-based 'mesmerize/spellbind' spells.
Dwarven Constitution- Resistance or immunity to poison-based DoTs, or maybe all DoTs.
Half-Giant: (These ideas would mainly benefit warrior giants. Whether or not spellcasting or bow-wielding half-giants should be considered for abilities I'm not sure.)
Giant Might- Melee attacks temporarily gain a chance to stun the target.
Feat of Strength- An ability with a 5-10 minute cooldown, which when used automatically breaks all ice or nature based roots on the Half-Giant. (Perhaps lasting for an additional 30 seconds which would grant immunity during that period.)
Unstoppable- Temporary or permanant immunity or chance to resist nature or energy-based stuns.
Giant reach- Innate +5 modifier to all melee attack range (not sure about how useful this one would be.)
Gnome:
Gnomian Slipperiness- Innate chance to resist all roots and stuns. (Spellbind still works normally.)
Gnomian Observation- When used on an opponent, the next special attack, ability, or non-repeating spell that the opponent uses on the gnome is copied by the gnome and targetted on the original attacker. (A bomb-spell would be centered on the caster, for example, when copied.) If the attacker does not use an appropriate attack on the gnome in 30 seconds, the ability is wasted.
Elf:
Elven Artful Magic- The next spell cast gains an area of 10. This could also affect healing spells and heal all allies in the area.
(Sorry elves, can't think of any more.)
Fiend:
Fiendish Cruelty- Debuffs cast by the fiend have a longer duration.
(Fresh out of ideas [*-)])
Dryad:
Dryad Flight- As has been suggested before, a temporary flying ability would be kinda nice to see. Be careful to make sure Dragons are still the masters of flight.
(Blergh, more good ones coming up though.)
Satyr:
Satyr Virtue - Play the Melody- An AE spellbind racial ability.
Satyr Virtue - Eat the Feast- All food consumed by the Satyr has an enhanced effect. Perhaps this could even be a long duration area affect ability which would cause gifted to come from all around to feast with the Satyr.
Satyr Virtue - Master the Dance- Short duration group buff which modestly enhances all allies evasion.
Satyr Virtue - Enjoy the Revelry- Targetted dispel which cancels stat reducing debuffs. (Not dots, stuns, roots, etc.)
Dragon- Lunus
Fearsome Roar- An AE stun that includes mind damage, similar to the Ogre Cry ability.
Lunus Presence- An Aura which works like a permanant but lesser version of menacing presence, redirecting some attacks to the Lunus. Perhaps while the aura is active the Lunus takes 5% less damage. If the dragon doesn't want to tank in a group it can cancel the Aura.
Dragon- Helian
Primal Infusion- A short duration group buff which enhances damage done by all spells by 150%.
Helian Teaching- An Aura which increases the accuracy of all spells cast by allies and increases their magical evasion.
That's all I can think of at the moment... maybe I'll add more later.