Now, the 'official' (if you can call it that) version of the AoS will still not make any reference to halflings and the like, but just for a bit of fun here's the character generation rules for the furry-footed, pot-bellied, little fellows, should anyone choose to include them:
Movement Rate: 10m
Special Abilities: Halflings, being the stout little fellows that they are, may also use their fate points to upgrade the result of any Resistance test (instead of re-rolling it). For example, a failed Dodge roll could be upgraded to a success, or a success could be upgraded to a critical.
Background Points: 3
Fate Points: 2
Starting Age: 32-56 (4d6+28)
Special Size Rules: Halflings may only use light and medium melee weapons (though medium weapons are considered two-handed for them), and cannot use longbows. In certain instances the GM may also make some skill tests easier or harder for halflings due to their stature (for example, imposing a -25% penalty on an Athletics test to break down a man-sized door, or maybe a +25% bonus to a Deception test for attempting to creep along quietly).