Ability Score Increase - not as flexible as races from MPMM, that allow either +2/+1 or three +1 to different stats, but still pretty standard. If playing without rules from TCoE about customisation - options may be a bit confusing - as I'm not sure - for what you may need increases in both Wisdom and Charisma. Though Dexterity and Wisdom are a good choice for a number of classes.
Darkvision - many races have it, but there are still those, who don't, so it's good feature.
Enlightment - many races have saves to one thing or another. Frightened and Charmed is not as often encountered as poison, but still - advantage on some saves is good.
Graceful Leap - normally jump distance relys on Strength. Regular character with maxed Strength can cover 20 feet with a long jump and 8 feet with high jump with a running start and half of it without. Jumping is not that often used, but being creative players can find many usages for such jumps (like jumping over enemies, as rules for long jump say that you can clear a low obstacle - quarter of long jump distance during long jump with DC10 Strength (Athletics) check. And if you can jump to 25 feet, you can cover obstacles of 6.25 feet high. Which is likely enough to jump over medium enemy)
Subtle Mirrage - a very good one ability, bordering op. Requires clarification over several things.
Initially I've thought it as ability that allows to 'retarget' - as there are some class features that allow such thing (Hordebreaker of Hunter Ranger or Sweeping Attack of Battle Master) - though they usually require to hit first target and are aplicable to melee weapon strikes or require targets to be within 5 feet from each other. If any of such limits would have remained - I would say that it's a good ability, somewhat increasing damaging potential, but not greatly. But without limits, it's almost like having advantage on attack, as long as there are enemies within range, including ability to retarget spells that requite to hit target (Guiding Bolt, Melf's Acid Arrow, etc) - which improves spell slot economy. Such reading makes it bordering OP, especially given current wording, that allows to do it every turn, which means that character of this race can enjoy such benefit on their turn and then, when they'd be making opportunity attack at enemy's turn.
But after some discussion in comments and rereading wording of ability once more, I came to conclusion, that it may be intended to give an extra attack if first attack misses - which needs some extra clarification, but implies that if it's an extra attack, one can switch weapons/method of attack and move between them. It is slightly less OP, since it doesn't mess with spell slots economy and if first attack was a spell and missed - slot is still used and following attack can only be regular weapon attack (since spells, even cantrips, have casting time). But in that case it allows better positioning and choice of target - after missing one target with melee attack, some melee-oriented combatant can move to another one to do extra strike there. Or archer can better position themselves to line a shot to a second target. And it also allows extra attack during enemy turns, meaning eatra AoO, if there are two enemies within weapon reach. In that reading - ability is just very good, but not OP, as it doesn't add to resource economy, but allows some chance for extra damage (gets OP with a rogue, since extra attack means extra chance to land sneak attack if first strike missed, but it's just one class, while casting classes don't benefit much from it, thus just very good)
Languages - the only down side of the race - since Lunaes is race-unique language, speaking it would be useful only in specific campaign incorporating this race.
Very powerful race. Mostly due to Subtle Mirrage, but even if it would be limited somehow (like allowing to do it a number of times, equal to proficiency, restoring uses at long rest) - the race still would be moderately powerful, compared to others, as abilities contributing directly combat are rare.