I only use a sub-set of the templates and races available in the various GURPS Dungeon Fantasy books.
I figured for the edification of people reading my campaign summaries that I'd list them here.
Available Races: (Stats are basically straight out of DF3 or DFRPG Adventurers)
Goblin (my own version)
Available Templates: (all from DF1 or DFRPG unless otherwise noted)
Artificer (DF 4)
Assassin (DF 12)
Barbarian (including Savage Warrior and Survivor and all lenses from DFD Barbarians)
Cleric (and Evil Cleric from DF 3)
Holy Warrior (and Unholy Warrior from DF 3)
Swashbuckler (including all templates and lenses from DFD Swashbucklers)
DFRPG versions of the above templates are allowed; mixing-and-matching (picking elements from both - for example, using a DF1 Barbarian for stats and skill selections but picking from the DFRPG Barbarian's advantages) is not. This is for avoiding the need to reconstruct the template around your character, not for balance reasons. It's just a bookkeeping nightmare on the GM's end.
Alternate Cleric templates from DF7 Clerics are not available for PCs. The Church is the generic religion, a pseudo-Christian faith with crosses and churches and whatnot, so no worshipping Thor for PC clerics. Various saints and orders explain differences between approaches to religion and allowed traits.
Summonable animal allies (for Druids) from DF 5 Allies are available.
Starting templates must be followed exactly. Items and Lenses available from DF 3 The Next Level or DF 11 Power-Ups are available only in play.
The various templates in DF 15 are available for Allies, hirelings, and so on. They may be available for PC use under special circumstances.
I'm not a big fan of elf varieties, but I think the "high" and "wood" variations make some sense so I kept both.
I've made some very minor changes to some races and templates (such as dumping Hiking, which doesn't come up in play in my games) and some of the skills and advantages (I've expanded Outdoorsman slightly to balance its cost out), but otherwise they look like what you see in the books. I've also enforced a "no deviations" approach on these to speed up play, although I've allowed very minor changes (1-2 point variations) for things that don't change the thrust of the template or stamp on the niche of another template.