Does it matter to anyone what race you choose in Skyrim?
When I started playing the game I was in that RPG frame of mind and paid a lot of attention to initial bonuses, racial powers, etc. Then I realized that you can make up the 5 or 10 points in [whatever skill] that you gave up to play [whatever race] by visiting a trainer just before and after leveling up.
Racial powers don't change though. What do you think are the most useful?
Orc Berzerker is pretty bad ass
As a High Elf mage Highborn has come in handy many times for me, but I don't know if it's essential
I always go Nord, myself. I barely use the "Battle Cry" power, even at the beginning of the game; I kinda forget about it. It's basically a low-level "Fear" spell, and becomes pretty useless pretty quick.
What does pay a HUGE dividend throughout the game is the 50% frost resistance. One of the more lethal attacks you'll face is a Cryomancer (or the like), who's wielding a Staff of Ice Storm or Ice Spike; those two will kill you very quickly, at any level. Having that 50% protection is nice insurance against what can sometimes be rapid death.
As far as guarding against Fire and Shock (and Shock is truly lethal at any level, because it saps your health immediately upon casting, unlike Fire and Frost), I end up dual enchanting Boots (for Shock resistance and Fortify One-Handed), and a Shield for "Fortify Health/Resist Magic". If you do some of the side quests, you get permanent buffs to your magic resistance across the board - the maximum protection you can get is 80%, but that encompasses ALL magic attacks (fire, frost, shock, paralysis, Life Drain, Vampiric Drain, etc.)
That's why it's always a great idea to finish the "Agent Of Mara" quest early on in the game...it's a 15% buff against magic. Add that to a dual-enchanted Shield (Fortify Health 72 Points/Resist Magic 29 Points), and you've got a total magic resistance of 44% against everything, including Dragon attacks. If you go even crazier, you can dual-enchant both a ring and a necklace for an additional 29 points apiece - and now you're at the 80% magic resistance cap - against any magic whatsoever.