OK, first of all
HERE you can find a basic analysis on saurus. A little outdated (written before GHB) but it's still valid for general principles.
that said, i don't agree on the sunclaw starhost.
A possible list could be this one:
Bloodclaw starhost (100)
Saurus oldblood general (100) if you face shooting or long range abilities, protect him with something as "legendary Warrior", "master of defence", "Phoenix stone".
Saurus Sunblood (120)
Saurus scarvet on carno (260)
Saurus Scarvet on cold one (100)
40 x saurus warriors 400 (your main hitters, that will roll the battlefield at the center, and will be able to suffer casualties from mortal wounds given their number)
10 x saurus warriors 100 (just to sit upon some objective)
10 x Saurus knights 240
Saurus Oldblood on Carno 320
Astrolith bearer (reroll to hit, bonus to your wizard)
Skink Starpriest (100)
all your heroes in the battalion will be able to use command abilities, which will buff to stars you main troops.
the scarvet on CO will go alongside with the 10 knights, to be sure they are going to hit.
Sadly, in the battalion you can put only ONE oldblood; i tend to use as general the one afoot, because will give you basically a 3" additional movement, thus taking saurus warriors to 8" instead of 5". pretty fast.
But another interesting option is to use the Oldblood on Carno as general, then you totally discard the oldblood afoot, and with those 100 pts, you pick a second starpriest.
Each turn, with 2 starpriests you can have both mystic shield and Starlight.
Variations are possible: instead of a astrolith bearer you can pick a Starseer, or a couple of sallies with handlers.
If you feel that you lack shooting, then discard the oldblood on carno for a bastiladon.