Many years before 4E201, the province of Elsweyr had already joined the Third Aldmeri Dominion & followed in their secession from the Third Empire. Though this is the case, some Khajiit merchants still act as the "face" of their people within Imperial borders.
The Ohmes (whose appearance could pass for "human") were once seen across in the Empire, both during and immediately following the widespread chaos of the "Imperial Simulacrum" period (the events of both Arena & Daggerfall). The Suthay-raht were seen enslaved across Vvardenfell during "The Blight" (the events of Morrowind), possessing a smaller stature & digitigrade legs. Finally the Cathay, not quite as imposing as their "Cathay-raht" cousins, have mostly been seen within the Empire during both the final years of the 3rd Era and in the later 4th Era (events of both Oblivion & Skyrim).
(NOTE: This topic is NOT entirely my original idea. I've taken inspiration from past Reddit threads that discussed how the Races should be "rebalanced", or their bonuses distributed, for the next game. Including one that was specifically about Khajiit & Argonians.)
But how should the Khajiit race be presented in TES6? (No matter where it's set; Hammerfell, High Rock, or anywhere else)
Personally, I think it's time for the Ohmes-raht to stand as the playable "face" of the Khajiit.
What are the Ohmes-raht? For starters, let's think of Juhani from "Star Wars - Knights of the Old Republic": https://static.wikia.nocookie.net/starwars/images/a/a5/Juhanihead.jpg/revision/latest?cb=20090418042944
Their appearance will vaguely resemble Mer (elves) in contrast to their human-like "Ohmes" counterpart; both are thinly-furred but retain the feline eyes & tail like the rest of their race.
(The below will assume that many Skills from previous games will return, and new ones will be introduced. This is just what I think should happen, not some serious attempt at prediction.)
Khajiit [Ohmes-raht] Passives & Skill-bonuses at Character Creation:
Passive Abilities: 25% Fall-Damage Resistance, "Claws" (permanent +10 unarmed damage), & Moon Sugar "Immunity" (only feels positive effects from ingesting Moon Sugar; can still feel negative effects from refined Skooma).
+15: Acrobatics & Climbing.
+10: Alchemy, Cooking, Robes, & Unarmed.
+5: Mercantile, Short Blade, Sneak, & Unarmored.
This race is now mostly-suited (at the beginning) for an agile "monk" path. They're pretty mobile from the start, though not as fast on their feet as Argonians or Redguards (under "Adrenaline Rush").
Do take note that, yes, I do want both Acrobatics & Climbing to return. I also want Robes to be a separate "mage-armor" skill (but still functional for other playstyles). The Sneak skill has taken a backseat in-favor of these other skills.