Saurus Scar-Vet: Light Armor, Shield, SotSR
Skink Priest: Lvl. 2, Glyph, Ancient Steg w/ EotG
Skink Priest: Lvl. 2, CoF
Looks prety good, but the gear set up could be better. Saurus Scar-Vets are best on Cold Ones, Burning Blade and Enchanted shield is a great combination of offense and defense, and at least 1 source of flaming attacks are very useful. The Skink on the engine reeeaally want a Plaque of Tepoc, it greatly enhances his effeciency as he is more likley to roll at least 1 spell worth chucking 4 dice at.
10 Skink Skirmishers
10 Skink Skirmishers: Javelins
15 Saurus Warrior: spears (x2)
Javelins on skrimishers is a very suboptimal choice and is in 90% of all situation inferior to blowpipes, paying 10 pts for a downgrade is pretty stupid. Saurus warriors looks good, but 15 big units can benefit a lot from a command group. Common set ups are 12 with spears and no command, 15 with spears and mu+standard or 18 with spears and either mu+standard or full command.
12 Cham Skinks + stalker
4 Terradon Riders
The champion is pretty useless, they only want poison hits and a champ won't score more 6s or shoot more darts. The unit is also way to big, you will rarely get an opportunity to scout with 12 guys, split them up into 2x6 to make them a lot more effecient. Terradons looks good, 1x4 or 2x3 is fairly standard, and they won't let you down.
10 Temple Guard: Revered, BBoC, Musician, Standard - SSoC
Temple guard without Slann is expensive and they pay alot for their Slann-supporting rules. BBoC is good but are better on a scar vet, SSoC is more pts dumped into a fairly expensive and not particurarly effective unit. With 2+ save it is hard to kill but without a BSB and Stubborn they will easily break in combat and get run down. For the same price you could take a lot of chaff (another unit of terradons, salamanders, more skinks etc) or even better; an Ancient Stegadon for the foot Priest (which makes the army pretty cheesy but still!).