Yeeks... aren't a starting race. Y'unlock them by
saving the wayist for the first time, (E: Whoops, spoiler. Which that doesn't entirely hide, but... mentioning it is relevant to the discussion, hrm. Eh, it's not a tricky one to find, I guess...) which is often pretty difficult. Their starting zone
is intensely brutal, but I've yet to have any yeek combo (and I've tried 'em all, barring addons, at this point) that couldn't manage it, though it might take a time or two if level generation goes down wrong in the ritch tunnels (which is something that might be tweakable). It does take a switch to methodology (heavy kiting, clearing out the first two levels in each zone before trying the third, etc.) that seems to throw a lot of people off. It's definitely not newbie friendly, but then I'm not sure if someone that's made it to the late-teens/early twenties and
managed to keep Z from instagibbing the wayist still counts as one of those.
Dwarf... I've got mixed feelings. The initial levels are largely alright -- they're a bit tougher, but you've got Norgan; most of the time Norgan can halfway (or better) clear them out by his lonesome, never mind what the player brings to the table. The nonstandard start, the free level gains, etc., make for something very different and interesting and I'm not sure I'd like to see that just disappear. Maybe a very (very very) minor nerf to the upper limits potential Orc power in there might be in order, I'unno, or a tweak to the critter gen to keep 'em from grouping up too hard.
Brotoq's a different story. What I think would be
ideal there, would be a dialogue that pops up when you first see Brotoq, with Norgan saying something along the lines of that he'll hold Brotoq off, while you escape. Norgan himself would gain a grapple-esq talent, and rush/latch onto the boss. Then you've got a choice -- you can stay and try to fight, or escape. If you do the latter, when you return, Brotoq would get a minion dwarf undead, and possibly a new, unique, level -- maybe along with somewhat better loot or slightly tougher.
What I'm saying here is that, as is, Brotoq can be managed by
any Dwarf, simply by letting Norgan tank Brotoq while you run past -- but while this is often (especially with classes weaker in the early game) the best option, many players don't seem to even
think about about that possibility. I get surprise pretty often when I tell people to do that (E: I don't blame them, I blinked a couple of times the first time I tried it. Wasn't expecting it to work

). Running from fights you can't reasonably take is actually an
excellent lesson to build into a start of game gatekeeper (kind of like Bill is for vaults, for many races), and I think emphasizing this would a very elegant way to deal with the Brotoq pseudo-death trap.
Adventurer parties are death traps for the inexperienced, no question. There's been several threads about it, actually, and I definitely wouldn't mind a change, though I think they've already lost some movespeed somewhere in there. Used to be faster on the world map, iirc. Some sort of opt-in or negotiation dialogue would be ideal t'me, but I'm not sure what DG thinks about it.
Hurricane's nasty, yeah. That's definitely something someone unaware of just how badly it can hurt might get caught up by. Not sure what could be done with it, though, short of stripping urkis of it entirely (which would nerf an already easily gimped -- lightning res -- boss) -- messing with the skill itself might take away one of the few high points the storm tree has, heh. That one has killed me a few times, but quite universally on characters that didn't stack up some lightning res (I almost never actually bother, heh). It can usually be tanked through with a solid regen infusion or shield, though. Still, it's another one sorta' like the Yeeks -- you have to get through some pretty nasty stuff to get to Urkis, and it's a late-early game/early-mid game fight. Starting to throw some curve-balls around in that time period is about right.