First up, the most obvious one that's not been fixed yet:
The poses and animations for Jump, for halflings, currently need a lot of work. The 'preparing' animation for Jump, for halflings, is a grossly stretched out affair that looks downright painful, bot for male and female halflings, and does not look at all like they are about to jump anywhere. The pose looks as though it is using the same foot placement data as the pose and animation for humans, which is what leads to this greatly warped look – they're reaching for foot points that don't make sense for their body (Aside from the fact that the back foot floats up in the air, and the forward foot sinks into the ground). Halflings need to have their own jump pose and/or animation, fitted to their body.
Compare (thanks shadowheart):
A curious thing to note here is that when selecting jump, halflings briefly, for about half a second, pose up into a completely different pose, before sliding out to the stretched one. This other pose looks a LOT better from the front angle (though it is a little overbalanced on the centre of gravity, if you look at it from the side), and could much more easily be interpreted as a character about to jump or move quickly somewhere.
This pose is similar to, but not the same as the pose used for dash/throw; halflings, male and female, both use a slightly different pose for Dash/Throw, compared to humans – one that is a little bit off-balance, but looks acceptable if you imagine they are preparing to shot-put something.
The pose they drop into for a brief second when you click jump looks, rather, like the pose data for Dash/Throw that humans use – but whether it is or not, that half-second pose we see first would be entirely acceptable for halflings 'Jump' pose, if it was actually the one they stayed in for the 'preparing' animation.
As an aside to this comparison: the human dash/throw pose and animation leaves some rather uncomfortable-looking neck stretching on the model, which could really be tweak in as well.