So since you're aiming for a no magic dwarf, he'll naturally have greater magic resistance and poison resistance. Being a class mix, they'll need light and heavy armor mastery available. Axe/Hammers but useless whips/archery (although they are Crossbow experts but thats shared with Archery, boo) Throwing is good, throwing axes is their biz.
Stamina/Strength definitely highest stats followed possibly by Faith as Dwarves are often very pious. Detech Hidde and Hide would be big drawback skills, and no poison usage. To make up for no magic skills will need to add new skills.
For a bit of utility, could either introduce Rune Magic to the dwarf, which could cost SP and consume Rune stones as reagents. Dodging? What dodging.
"Traps" could be a Dwarf skill as they are mechanically inclined. Skill tree of 'Dwarven Skills' that act as spells, for utility. Stuff like Field Repair to fix equipment
As far as alignments go... I think Dwarf would be strictly Neutral. No side, no absorb/lifetap/protection etc. Still think blacksmithing/mining/alchemy could part of their set, just as something they can do on the side, or earn money with.
If you MUST... Drinking related buffs are good too... Should add 'Mithril' (spell it however you need too) as a layer of metal, for weapons and armor. Give Dwarves a 'mithril attunement' skill the can train, a passive that lets them gain extra bonuses when wearing the armor.