How about this argument:
A starting bonus may make sense, but a multiplier over time becomes overboard. If you look at the Olympics for example certain ethnic backgrounds do tend to excel more at certain sports, likely due genetic factors. This is not, however, something so exclusive as to be multiplicative. Multiplicative is way too much, and that is why I give this a big no. Multiplicative would mean say a Breton would be many times more powerful at magic than a masterful Orc or Nord magician, or that even a Nord or Orc that doesn't focus on physical skills would be many times better at melee than a melee focused Altmer or Breton. Multipliers go way too far. By the time your character is competant at what they do, race shouldn't matter that much.
Edit:
Okay for most of the stats the example given isn't that much either, but I still prefer slight bonuses at character creation rather than permanent multipliers.
I completely agree if the multipliers were 2X or 3X making the Brenton many times more powerful in magic than an Orc. What is suggested by the original post and generally those that like this idea is mulitpliers in the range of 0.9X to maybe 1.1X. So taking strength for example in the most mismatched case of a Bosmer and an Orc would be 90 to 110 while the other races falling somewhere in between in strength. While in agility the Bosmer maxed might have 110 and the Orc only 95 still making the Bosmer viable for melee combat.
Just to get back to your point today, I'll comment on why even a multiplier above 2x could be implemented fairly. Keep in mind that in TES, no matter what Bethesda decides to set NPC skills at, consider that perhaps the benefit of the race modifier will
only apply to the PC, in the same way that AFAIK NPC's don't have greater race powers they can use in former TES titles. Therefore, as a player, you need not truly be concerned whether or not you
could eventually be stronger as an Orc than you
can be as a Bosmer, because you won't have to worry about actually fighting an enemy Orc who has that modifier anyway, meaning you'll be stronger than any enemy Orc once you train high enough. Alternately, you should then know that when starting a game as an Orc,
you have a huge potential to be a stronger warrior than another race choice has. Does that mean you have to be a warrior? Not at all. It simply means Beth is giving you the lore-accurate option of being a very strong, warrior-like race. If you choose to capitalize on the strength boost to be a warhammer-using warrior, as an
example, then you'll be very happy to have chosen an Orc for your warrior style gameplay. But you also won't see
any negative effect whatsoever if you instead choose to play an Orc mage, archer, assassin, etc.
To me this seems like exactly the route Bethesda should and will go to really give us all the freedom of choice to be whatever race we want, without classes, and still play however we please.
SIDE NOTE: As I was typing, it did occur to me that there may be proper quest-related instances where Bethesda can and arguably should apply a race multiplier to NPCs
based entirely on the situation.
Example - You are tasked to go beat up a gang in a tevern using only hand-to-hand. You already excel fairly well at this type of combat, so you are fairly confident this will be an easy quest. Perhaps you are accustomed to fighting mixed race groups of Imperial, Khajiit, and Redguard bandits in the woods, and you beat them easily. However, when you walk into the tavern, you see a uniformed gang of bandits with red leather gauntlets. As the hulking bandits step out of the shadowy corner, you see their faces. You stand shocked. Every one of them is a snarling, angry Orc. This quest just took on a whole new dimension......Now, say these gangmember Orcs have a small strength modifier in place specifically for the quest, thus making them both practically (by the stats), and lorewise (they're huge Orcs!) more dangerous foes in melee combat. Does that not sound like a more gameplay and story suited option than, say, walking in and seeing a bunch of hissing Argonians in the mountains, who have no special ability with H2H/melee combat OR with surviving the harsh environment???
I would much appreciate all your thoughts on the possibility of race modifiers for NPCs, as a separate point