I've reworked the characters, and analyzed things a bit more. Here is what I have come up with:
+1 per body point
+1 per attack die
+1 per defense die
+1 per spell (for casters)
+2 for bonus abilities (dwarf's trap ability)
+2 for use of all weapons and armor; +1 if there is a minor restriction; +0 if totally restricted.
(optional +1 per mind point, as these do come into play occasionally)
Barbarian
16 (18 using mind points)
Dwarf
15 (18 using mind points)
Elf
15 (19 using mind points)
Wizard
16 (22 using mind points)
****
****
****
AND NOW FOR NEW CHARACTERS - you will notice these are balanced nearly perfectly with the other characters.
NOTE that the defense is not shown - it is assumed that all characters start with 2 DD, no armor
Halfling
Body - 5
Mind = 5
Sling = 1 AD, ranged attack
Special: Can search any time, even when monsters are present
Special: Varied attack dice, see below
Special: All weapons and armor must be sized properly; weapons +50 gold, armor +100 gold
Varied Attack: vs. small creatures, as is; vs. medium creatures +1; vs. large size 1 +2; vs. large size 2 +3; vs large size 3 +4; etc.
Total = 13 (18 using mind points)
Gnome
Body = 7
Mind = 3
Hammer = 2 AD, can be thrown
Special: Spells - 1 Spell Group (3 spells)
Total = 17 (20 using mind points)
Paladin
Body = 8
Mind = 2
Mace = 3 AD
Special: Spell - healing pool (see torilen's expanded spells here
viewtopic.php?f=58&t=1212&p=12684#p12684Special: Spell - Curing Pool (as healing pool, except it heals poison and/or disease damage)
Special: Can use any armor; can only use bludgeoning weapons (hammer, mace, war hammer, etc.)
Total = 16 (18 using mind points)
Druid
Body = 4
Mind = 6
Staff = 1 AD, reach
Special: Spells - Animal Set 1 and 2, Plant (see torilen's expanded spells)
Special: Can use any armor and weapon, as long as there is not metal included in item
Total = 17 (23 using mind points)