This is actually the oldest of my kit evaluation posts; I wrote it a couple years ago, and am reposting it since we've reached the Complete Book of Dwarves (PHBR6) in our progression.
Warrior:
Animal Master: A neat kit, specifically allowing for a druid-like animal friend, though slower. Really enhances a single proficiency, at the cost of some influence with dwarves... the reaction penalty is even somewhat textually mitigated (you get a penalty, but it doesn't make them HATE you, just not like you as much) You're a weirdo dwarf, but still a dwarf.
Axe For Hire: Pretty much bonus proficiencies in exchange for some loss of reaction among dwarves. Might be an argument that it's a backdoor for non-single-class fighters to get weapon specialization, but that's only going to happen if the DM lets it happen.
Clansdwarf: Proficiencies and a reaction bonus in exchange for behavior restrictions. Kind of like a paladin, you're not going to take it unless you're willing to live it.
Hearth guard: A bonus weapon proficiency (to make it a specialization), some bonus NWPs, a very situational attack bonus, and a situational reaction penalty (i.e. "Is this place sexist enough to make this a big deal?"). Since, IME, most places in D&D aren't sexist enough to make "female warrior dwarf" a big deal, I don't see it as much hindrance... but also don't see what they get as an overwhelming bonus.
Battlerager: Battlerager is a lifestyle choice. In a lot of ways, you're at the whim of the DM to decide if you go absolutely psycho and try to kill everyone around you. And, somehow, they are considered more acceptable than kender. But you also get to/have to specialize in two weapons, and the rage bonuses are pretty significant... if you don't accidentally kill the party wizard because you were in the bounce of a lightning bolt.
Highborn: Some social bonuses in exchange for a LOT of social penalties, and conspicuous consumption "tax". Might work for a dwarf-focused campaign; if I wasn't in a dwarf heavy campaign, I'd just play up being a snooty jerk.
Outcast: Sort of like the highborn, this is mostly a social kit, unless you're willing to pay a 10% XP tax to be able to move silently. Not hide in shadows. Just move silently. Not worth it. Just say you're an outcast.
Rapid Response Rider: Free horse, bonus on horseback, penalty to dwarf reaction rolls. Similar to the Animal Master but, IMO, not NEARLY as good. An Animal Master can do pretty much everything an RRR can do, and do it better.
Sharpshooter: Somewhat specialized, but with a DM who isn't determined to be a jerk (i.e. nitpicks about whether your bolts are properly cared for, except when things are explicitly new to you), it could be a good take on an archer character. Benefits are nice without being overwhelming; everything is a gear-based bonus, offset by a gear-based penalty.
Priest:
Crafts Priest: Better than a Craftsdwarf... same sorts of benefits, but without the explicit behavior restrictions on those bonuses.
Pariah: See Outcast. XP penalty to be able to sneak, otherwise, eat social penalties.
Patrician: See Highborn. Play it straight and play it snooty.
Ritual Priest: Free reaction adjustment with dwarves! No specific social role, no hindrances, a couple bonus NWPs. OTOH, the same can be said of a Crafts Priest, whose bonuses are better, but whose NWPs aren't as cool (IMO).
Warrior/Priest:
Champion: Free Magic Weapon, can specialize as multiclass priest. Extra money at character creation. However, you're looking at behavior restrictions... follow orders, protect your religion, and protect your magic weapon (the last until you get a better one). Not terribly onerous, unless the DM wants them to be.
Temple Guard: Kind of an NPC kit, if not in a stronghold, location-focused, campaign. The bonuses aren't bad, but they're location specific.
Vindicator: Multiclass Battlerager, but with even less restrictions. The wisdom cap is rough, but if you don't have the rolls, it is what it is.
Thief Kits:
Diplomat: Bonus to detect noise and open locks, penalty to pick pockets (which I rarely see used) for a net +5%, some bonus languages and bonus money. Reaction benefits with everyone. Pretty solid choice, if you've already got the charisma.
Entertainer: Bonus to certain NWPs, slight RP restraint ("reluctant to perform for audiences not made up of dwarves"), small starting gold penalty. Mechanically, not much going on. Niche choice, can be ignored and played as a concept.
Locksmith: Your typical box man thief. They boil down to a net +5% in thief skills... +10 to two, -10 to one, -5 to another. A little bit more money. Pretty much a concept.
Pest Controller: Just garbage. They get a +5 to two skills, -10 to one (so, no net gain), and get a reaction penalty. You're paying reaction penalty for two bonus proficiencies.
Warrior/Thief Kits:
Ghetto Fighter: Really, not that bad if you want a knife-fighting dwarf. You can't specialize (unlike the couple of multiclass priest kits that allow it), but you do get some nice bonuses with daggers and knives, and a net +5% thief skills. Less money, and a social penalty that applies in one city.
Trader: Again, mostly a concept or an NPC; a bonus when defending your goods, a penalty if you're a known cheat, and start with a bit less money.
Vermin Slayer: A Pest Controller that doesn't suck. Net +0% on thief skills, bonus when fighting small enemies with a specific type of weapon (of choice), and an initiative bonus in tight spaces. They lose a bit on defense against large creatures (-2 instead of -4), but also start with some free equipment.
Wayfinder: Net +0% on thief skills. They get half-cost language NWPs, and a penalty on reaction from other dwarves. Not a bad trade-off, IMO, but not fantastic, either.
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Having now gone through the kits, most are kinda meh. Most are just character concepts with bonus NWP, a reaction adjustment, and some situational bonus. Axe For Hire, Clansdwarf, Heath Guard, Highborn, Outcast, ALL of the priest ones, Temple Guard, all the thief ones (except Pest Controller, which is even worse), and Trader.
Rapid Response Rider is, IMO, a strictly worse version of Animal Master. Not bad in and of itself, but, mechanically, it is a worse version of something a couple pages earlier. Champion is, IMO, kinda meh... not BAD, and starting with a magic weapon is nice, but also nothing to write home about... you'll likely get a magic weapon soon enough. Wayfinder isn't bad, if you want languages.
The Good Ones?
Animal Master. Sharpshooter. They sacrifice little to nothing in exchange for some nice bonuses.
More situational?
Ghetto Fighter. Vermin Slayer. Battlerager. Vindicator. These aren't bad, but they're definitely A Choice. If you go Ghetto Fighter, you want to play a knife-fighter. If you go Vermin Slayer, you're looking at fighting kobolds, not giants. Battlerager and Vindicator are not good to me, but I can see why others might like them, and they're not mechanically BAD.
In my view, the only one that is really and truly bad is the Pest Controller. You gain essentially nothing. It is a character concept given suck. Rapid Response Rider isn't bad, but it's overshadowed by someone else doing the same thing, better. My biggest criticism is that it seems like the developers didn't read the other kits being written... and there's only one credited writer. Clansdwarf and Crafts Priest are exactly the same, just one is for Warriors and one is for Priests... and the Priest one doesn't have the same restrictions, such as they are, as the Warrior one. The difference between Highborns and Patricians, and between Outcasts and Pariahs is similarly such that they don't need to be separate kits.
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