Saurus Oldblood on foot down to 80 - 100 points. Compare the profile with a Sunblood... Despite the tricks that the Oldblood allows for with its command ability + teleporting, it's not even close to worth the same as a Sunblood. The aura isn't worth much due to it only affecting models in within 5", rather than units. 5" is way too small to get anything out of the effect reliably.
Kroxigors should come down to 140. They're Still a bit too expensive at 160. Compare them with Dragon ogres, which perform similarly offensively, but have +1 wound and the same save with similar mobility at 140 points.
Cham Skinks down to 90 or 100. 120 is way too high.
Razordons should probably go up to 50 points. They might be too good at 40. Or salamanders could drop to 35. Razordons are significantly better than Salamanders, and that should be reflected in the cost.
Warriors to ~90/320 Or even 90/360. They're reasonable in units of 40, but should be cheaper outside of that; the horde bonuses are probably good enough to justify no horde reduction.
Troglodon down to 140
Stegadon down to 210 or 200
Starseer down to ~160. Command points aren't as good as re-rolls. It's still a 2 spell caster.
Kroak down to ~ 420 ^
Skinks to 70 is probably okay. It's a bit hard to justify, as the only thing they really have going for them is mobility. They have a worse profile than everything else in their price range when it comes to anything else, but mobility is extremely important. Maybe 70/240 to keep their price the same in units of 40.
Firelance should come down in points. Thunderquake should go up to 150 or so (Why is it our cheapest normal battalion when it has the strongest effect?).
Saurus Guard - They need 2 wounds per model to match other semi-elite battlelines of 5 models. OR reduce their cost by 30 pts so you can field 10 at a comparable cost of 120 pts.
No. Compare them to Bestigors, which are 120 points for 10. They get: +1 to save, ignore rend -1, +6 bravery, +1 to hit base (rather than it only working vs hordes), and the shield/bite attacks. They lose: Run + charge at +1 to each, +1 attack on the charge, and 1" of movement.
Or Greatswords at 140 points for 10: +1 save, ignore rend -1, the bite/shield attacks, and 6 bravery; to be fair, greatswords should probably go down 10 points.
Or Hammerers at 160 points for 10. +1 save, ignore rend -1, and the bite/shield attacks. To be fair, Hammerers should probably be 140-150 points. They don't compare well with other units in the Dispossessed roster for the points.
80 points would probably be fair for 5 guard, but definitely not lower than that, and the Eternal Starhost would probably need to go up in points again to compensate due to how strong its bonuses are. 2+ save infantry are tough to break.