Lords
Slann: Drop Higher State and Unfathomable, add Becalming. Your Slann will be have to be in the temple guard and very well protected there, Becalming helps you stop the only thing you should really be worried about-- IF insta-death stat test spells.
You should also make him your BSB, it's very powerful in 8th to reroll any leadership test, especially with our cold blooded rules. Add a magic banner to taste on the slann, I like the standard of discipline, very cheap and it makes your temple guard the next best thing to unbreakable (stubborn ld 10, coldblooded, rerollable).
Cupped hands is great, Shrieking blade is iffy (TG with slann are ITP, the things you'd want to drop to WS1 are going to have high leadership or be immune and the things it would work on most often your TG will rip through anyway.) Drop Dragonfly, it's a waste of points.
Heroes
All of our special characters are terrible, don't let anyone tell you differently; They are all far to expensive for what they bring to the army. You can get a lot more out regular heroes kitted out the way you want them; I suggest a skink priest (not on EOTG, far too easy to kill him off now with characters moving within a unit, so now it's a 300+ point support unit that doesn't do that much supporting) with a dispel scroll and at least one scar vet for every unit of saurus. Use the leftover points to bring more troops.
Core
The 30 saurus are very solid, might want to try to squeeze in a second one. The unit of 16 skirmishers is a waste, far too big especially with the new skirmisher rules. I would suggest using them as the basis for a Skrox unit, which are surprisingly good in 8th-- 22 skinks 2 Krox, FC are fast, maneuverable, and can put out a lot of pain and stick around longer than you'd expect-- just add flesh to stone (+4 toughness) and laugh as knights bounce off you... Depending on your metagame, 4x10 skirmishers might be too many, their best targets (fast cav and big monsters) just aren't as prevalent as they used to be.
Special
Temple guard look good, I assume you want to run them as 6x4. Chameleons also look good, 6-8 is the best set up for them (I like 8 just for the better odds of putting 3 poison shots on a war machine-- which is their primary target). Terradons should stay in units 3-4 otherwise they get too clumsy, either drop one or add another and split them into two units of 3 (I'm not a big fan of them in 8th, they lost a lot of their best features.)
Rare
I like ancient stegs, but you really really really want salamanders-- march and shoot and no partials means lots of hits, -3 AS and autopanic are awesome, on top of that, they're cheap for what they can do. Run two units of 1 and use the leftover points as a starting point for a second unit of saurus or for the skrox units I mentioned earlier.
I don't know what types of missions you play, but if you do the ones from the rulebook and roll breaking point, you'll auto-lose from not having enough banners. Just something to consider.