I'm generally not in favour of giving MDoA to other classes either; however, given that the Dwarf has them, I wouldn't strenuously object if a single elf class used a highly restricted version of them in my games.
So, for ease of creation, give them a restricted armour and weapon listing:
Armour no heavier than chainmail, no shields (too large/unwieldy).
Weapons restricted to those typical to rangers/elves, e.g. hand axe, spear, staff, dagger, club, long sword, short sword, long bow, short bow.
Then, restrict their crits like the Dwarf and ensure that they still suffer the elven vulnerability to iron.
Now, to offset the restricted weapon and armour use, lack of shields, reduced crits, and iron vulnerability, give them "Mighty Feats of Archery" a bow-specific form of MDoA, add in the most typical elf abilities (infravision, immunities, and heightened senses), give them a tracking ability, and finish off with a few Thief-based abilities usable in the wilderness (sneak silently, climb sheer surfaces, hide in shadows).
Colin, I generally like this line of thinking. My only issue is that I want the wood elf's ability with the bow to be better
than what a warrior could achieve with a bow using MDoA.