The way I plan on running it is with the following changes:
Starting HP is equal to the max roll on the hit die + Con SCORE, with hit points per level being equal to half the max roll + Con MOD.
Armor provides DR, not AC; shields provide AC as normal.
Weapons go up one step in their damage (d4 becomes d6); piercing weapons ignore 2 points of DR, while a point of DR is ignored for each +1 of STR mod.
Spellcasters may cast spells beyond their normal limit, but must take a Fort save with a DC based on the spell's level plus the number of additional spells already cast or suffer damage and becomed stunned.
For the races, humans will remain unchanged, as will dwarves and Dalish Elves; city Elves will use half-elf stats (they've been underneath the heel of humans for so long that they have lost much of what makes them elves). Qunari will use a custom race build, since I don't think any of the monster races really reflect them well (they're strong and militaristic, but also seem deeply introspective and thoughtful).
I'm also thinking of doing an 'Awakened Darkspawn' race; given the events in Awakenings and in the novels, it seems reasonable (I should say that, in the campaign I'm planning, the awakened darkspawn who follow the architect have established their own kingdom deep in the Wilds and are making tenative gestures of peace with humans and the other races, though they're hated and not well recieved... yet).
For Darkspawn, I see genlocks= goblins, hurlocks= orcs, ogres=ogres, with the alpha and emissary versions equating to class levels in barbarian and sorcerer, respectively. I'm also looking at doing up new darkspawn.
For Grey Wardens, I'm thinking of a template, though the particulars haven't been hammered out yet.