It's pretty much the same reason that Underworld Goblins haven't got a profile yet: because a) Coach hasn't gotten around to pull ideas, experience and general knowledge into a cohesive article and b) because there is little need for it.
A Chaos Minotaur is the same as a Chorf one, so refer back to it because they play the exact same, although arguably the Chorf Mino is less useful. Still, they build identically as far as I'm aware, and if they don't mutate on singles, then just look at a Rat Ogre for an equivalent.
A Hobgoblin meanwhile is simply a Lineman equivalent on a team devoid of most conventional positionals. From what I remember of it, Coach said in his Bull Centaur article that he advises using Hobbos as ball-carriers with an early skill for a Hobbo being SH, for obvious RR saving. Obviously as a slow team, Chorfs can like to make use of Kick, and Wrestle is a good skill on Hobbos because you have enough Block players on the pitch already - 8 if you are using the full compliment of Chorfs and Centaurs available to you.
Similarly, though somewhat off-topic, Uwd Gobbos are effectively the same as a regular Goblin, with the addition of a handful of useful single skills in the form of Mutations. Hardly rocket-science to deduce which are better than others.