First I must apologize for giving mixed messages. All of the Ys mentioned to counter Lizardmen tactics CAN be put into one list and in 6th ed. I would. The list I posted is a prototype 7th ed. build for competitive play. Looking back this made no sense to show to all of you, but oh well. The Hell Pit Abomination can be dropped for all of the following: Warp Lightning Cannon, 6 Jezzails, 1 Poisoned Wind Mortar. Some additional points shuffling would be needed, but no major changes.
The new Screaming Bell does make the unit Unbreakable, and conveys MR2 as well as a 4+ ward save. The banner the chieftan holds deals 2D6 str 2 hits before every round of combat begins. Its alot of heroes in one unit, but I consider it reasonably safe.
In regards to shooting, again these statements were based on 6 ed. tactics. I will apologize a second time. The lack of shooting is a direct result of exploiting the Stormbanner. It grounds all flying troops, and gives a -2 penalty to shooting across the battlefield. In addition, models that don't use BS to shoot, may only fire ona roll of 4+ (this would affect salamanders). Because this particular item affects Skaven shooting as well, tactically is better to build the list this way. The Stormbanner can be activated at the start of any turn. Every following turn, it will end on a roll of 4+ However, since the One Use Only was left out, this can be reactivated as many times as you wish, at the start of any turn.
Now, in regards to Lore of Beasts there are a few things I'll need help with clarifying. I do not know what the precise definition of a monster is. BRB page 71 Unit Strength chart would indicate that both the Doomwheel and the Hell-Pit Abomination are monsters because of their base size and wounds. Theres no reason why the Lore of Beasts would not affect this unit. However, I would argue that The Beast Cowers does not affect the Screaming Bell:
The first paragraph of text under the Screaming Bell's rules is as follows: "The Screaming Bell is a special kind of mount for a Grey Seer. It is treated as a single model with combined characteristics for the Screaming Bell and Rat Ogre." (Skaven Army Book page 42) RAW, it clearly states that it is a "special kind of mount" which overrides the Monstrous Mount definition. It's not a monstrous mount... its a special one!

(our entire army book is filled with crap like this)
Not to be cheesy, but rational thinking supports this claim as well. The Screaming Bell has no movement value, therefore even if you argue that the Rat Ogre that rings the bell is the one cowering, the Clanrats will still push the bell as normal. Under the rule that dictates how the bell is moved, it states "The unit the Screaming Bell has joined marches, charges, and pursues normally so long as it has at least 10 models..." Therefore, this would also override the effects of the spell, as it states that the unit of clanrats will move as they normally would, essentially ignoring the bells existence (or pushing it along with them).
I would let my Seer eat the blood statue. He has T4 and a 4+ ward save, chances are he wont take a wound at all.
I'm going to go out on a limb and guess that JSoD stands for Jaguar Saurus of Doom. This combination COULD potentially be useful, but not as amazing as you would initially think. 7 attacks at Strength 7 is very good, however you'll be hitting on 3+ mostly, so lets assume you have 4 hits to work with:
-Hitting a Hell Pit Abomination you'll need 2+ so assume you wound 4 times, he has 6 wounds and a 4+ regen save. Attacks back: 3d6 Str6 hits (average result)
-Doomwheel will do D3 Str 6 impact hits before the combat, and has T6 so you'll be wounding on 3s. Assume 3 wounds from the saurus, 1 from the Doomwheel. You'll probably win the combat but get shot with warp-lightning next round as the Doomwheel will flee with 3d6.
-Screaming Bell unit: A gamble or a sacrifice. I would probably challenge with my Chieftan to be on the safe side. Assuming 4 wounds, you'll lose the combat by 1 because of CR and get run down. Assuming 4 wounds on the Grey Seer, 4+ ward save will cover half, Skalm will fix him up for next turn.
Against the list posted I would strive to hit your Slann head on with my Hell Pit Abomination, with MR1 it will be easy to dispel Beast Cowers. Doomwheel would hunt down Terradons (360 charge arc) if they got through, or terror-bomb skinks.
Magic defense we have 6 dice, 2 scrolls, but also the Bell with MR2 and the HPA with MR1.
I would be most inclined to save dice for stopping The Wolf Hunts and The Beast Cowers. In addition, I will be treaking this list to include a +1 dispel staff, something I was meaning to do anyway but never bothered to update my post.
One other possible combination to watch out for in other lists:
-Portents of Verminous Doom (enemy units in base contact -1Ld)
-Sacred Standard of the Horned Rat (enemy units within 12" of BSB -1 Ld)
Slaan takes a break test at Stubborn 7!