Why I want Kobolds:
1. Kobolds are a blank slate
Should they be trapmaking weaklings that quadrouple the damage of explosive barrels they shoot from range, with the ability to craft and drop their own barrels? Should they be sorcerers flinging lightning bolts? Should they be rogues with extra flanking bonuses simulating pack tactics? Should they become the ultimate solo stealther race, with bonuses to traps from the underused trapcrafting system? All of these are lore viable, so the race can slot into whatever devs feel the game needs.
2. Kobolds are funny.
DDO portrays kobolds in an unusual way, and a lot of us find the voices appealing.
3. Kobolds can add variety.
Make use of negative bonuses. Cap their max HP to force players to find unusual workarounds. Give us a reason to use throwing weapons, great crossbows, or other unusual options. Make random vendor gem loot useful for them by letting them trade gems with union representatives for something else (crafting mats?). When receiving quests, you could add a chance to replace player dialogue with humorous fluff without changing much.
4. Kobolds are thematic.
This is the year of the dragon, and while it is likely too late to introduce a new unplanned race, capping off the year with an announcement of intent to make a playable wannabe dragon race eventually and an initial design goal would be really cool. Few MMOs have races as different from standard humans, and it might draw attention from places like MassivelyOP that cover MMOs in general. And playing an underdog race is just cool. It is hard not to root for the disrespected working class members of Stormreach society.