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I envision the racial skill distribution as follows, and hopefully, you'll like it:
1) Chimera Mages (essentially Chaos faction) - League skill. They use elemental vision to gain an advantage in battle (for description purposes - they learned it from Letos, which doesn't contradict the Chimera cult, etc.).
2) Necromancers - necromancy, it's all clear here. :)
3) Conflux - demon skill. Elementals can create copies of themselves from astral elements, which takes one turn. Level 1 of the skill - air elementals can create copies. Level 2 - water elementals are added. Level 3 - +fire elementals. Level 4 (with amulet) - +earth elementals.
4) Wintrial - dwarf skill. They craft magical statuettes that, when used, provide a bonus for 1 turn. If this is feasible, they would need to be rebalanced slightly; I have an idea about this.
5) Dark Dwarves - academic skill. It's simple here; they create artifacts for their troops. (At the same time, the most unbalanced racial skill in the late game will be slightly weaker due to the smaller number of dwarf knowledge points).
6) Swamp - orc skill. The idea won't need to be changed much; instead of "blood rage," simply call it something like "lizard spirit."
7) Church - there are 2 options here: 1) Leave it as is. 2) Give them the elf skill. The idea: they are, as I understand, mostly fanatics. Idea: "propaganda" of certain enemies of the people, with whom the troops will fight with particular ferocity.
8) Sanctuary - also 2 options: 1) Leave it as is. 2) Give them the human skill. The advantage here is that this skill is more suitable for a calm, self-developing people, the Nagas, judging by the description of their culture.