They have bonuses to both of the rogue's secondary stats, making them a decent pick for either type. While the breath weapon is good for clearing minions, it doesn't help the rogue's goal of dealing large damage.
Low mobility and unhelpful stat bonuses make this a bad choice. The only redeeming factors are a bonus to poison saves (which a rogue may encounter often) and second wind as a minor action, which melee rogues will appreciate.
Dexterity bonus and a racial power that lets you teleport into a flanking position make this a solid choice. It's unfortunate that rogues can't take advantage of the eladrin racial weapons. Snagging an extra skill is nice, though.
The charisma bonus helps for an artful dodger. Dilettante can net you twin strike as an encounter power to use with ranged attacks; unfortunately most charisma based at-wills won't help you out unless you also multiclass so you can boost it with an implement.
This is the ultimate artful dodger, with bonuses to dexterity and charisma, a racial boost to AC vs opportunity attacks, and a racial ability to make an enemy reroll a hit. They actually make good brutal scoundrels as well, even if the charisma bonus isn't helpful; their racial powers give them some of the benefits of artful dodger without actually needing to be an artful dodger. Their small size isn't an issue with the rogue's weapon limitations.
With their stat bonus going into dexterity, humans make solid rogues (as they do nearly every class). With martial power out an extra at will can be handy, and rogue skills are good enough that an extra is always welcome.
Like tieflings, these make decent artful dodgers. They won't be as strong in combat, but their out of combat abilities are certainly something to consider. 3/5, 4/5 if your campaign is roleplay heavy so you can take advantage of shapeshifting often.
A dexterity bonus and a racial initiative bonus means this is the go-to race for going first. Add a racial power that can turn a hit into a miss if it's by a small enough margin and useful skill bonuses and this becomes a solid choice.
Stat bonuses perfect for an artful dodger, bonuses to stealth and thievery, a bonus to your already high reflex defense, and an at-will power that lets you adjust your position once per round when you get missed? These things give halflings a run for their money; the only thing they're missing is racial feats.
Ability bonus make this an excellent artful dodger and either racial ability can be used for free combat advantage. Cloud of darkess can also be used to get out of a sticky situation by blinding surrounding enemies. Add the racial feats that make crossbows excellent weapons, and you have something to surpass the halfling.
The strength bonus can help brutal scoundrels, but the real benefit is in the encounter powers; water and wind genasi have good positioning powers, and an earthsoul can knock adjacent enemies prone as a minor action.