So ...
AB is doing something odd with the veteran points thing. Whatever those do, they aren't really something you can purchase in 8th edition, so just get rid of them entirely. On the list itself, I think you have some unit size issues -
TG without a slann, especially 10 of them, really do very little; 20 skirmishing skinks have the opposite problem, being useful but too big; and the saurus ought to be evened out - and I'm not quite sure, but are you building to match the models you own? That's totally fine by me, gives me an idea of what we can work with for a 1500 point list. Here's what I've got for you:
H: Scar-Vet - burning blade, ironcurse icon, shield, light armor, cold one = 138
This lizard is your general, and will almost assuredly ride with the cold ones. He does in fact have a 1+ save (this is the limit in 8th, and represents an extra pip of armor that the enemy has to cut through before you're rolling 3+ to save). The ironcurse icon is a nice piece of kit to give him and his expensive cavalry a ward vs artillery, and while you should feel free to mess with his weaponry, I've chosen the burning blade here because it's cheap, effective and really hurts regenerating bastards. H: Scar-Vet -
BSB, talisman of preservation, halberd, light armor = 164
This lizard is your battle standard bearer, who will be stomping the yard with either of the saurus units. Combined with cold-blooded, he's going to lock your dudes down and keep them in the game. As such he's an important lad, so I've splurged and gotten him the 4+ ward, which is pretty solid on top of his 4+ armor too. Note that I've given him a halberd, partially because S6 is sweet and also because I want you to use your temple guard standard for him
C: 20 Saurus - standard, musician, spears = 258
C: 20 Saurus - standard, musician, spears = 258
C: 10 Skink Skirmishers - javs & shields = 80
C: 10 Skink Skirmishers - javs & shields = 80
C: 10 Skink Skirmishers - javs & shields = 80
The saurus I evened out into 2x 20 lizardmen, mostly because the little unit was far under strength. Nice thing about 20 is that you can run them 5-, 6-, or 7-wide depending on who you're fighting and if you want ranks or more attaks. In case you need 2 more saurus, I'd suggest recruiting a couple temple guard to stand in the back of a unit
On the skinks, blowpipes are technically better for skirmishers, but if you've built them with javs they'll work out fine too, and the shield save can be helpful to keep them in the game. But either way, min-sized units is probably best, to give you flexibility, etc. No need for champs in the skinks though. S: 9 Cold One Cav - banner of swiftness OR lichebone pennant OR standard of discipline, standard, musician = 360
As the hammer of your army, these dudes are going to be molested by enemy magic and shooting, and will just have to wade through it until they can tear into something. Beware of stupidity, as even with cold-blooded it can royally screw up your plans. As such, hanging near the BSB at least to start might be a good idea! On their banner, I couldn't decide between MR(1), +1M or +1LD (and with the general in here, he can spread around LD9 now), so left it to you
R: Salamander - extra skink = 80
I cut a few points here and there and am going to make you purchase a model that I guarantee you'll be using in every game from here on out. Salamanders do horrific things to big units, thinning down those hordes of dudes that your more elite lizards can't hack through in combat quite fast enough. Extra skinks are generally a good idea (hopefully you have a random skink laying around). -------
1498
I don't think that strays too far from your list, though it isn't looking to rely upon fear or terror in any real way (and this is probably good, both of those tend to matter less in 8th with
BSB rerolls for
LD). Your cold ones do still cause fear though, so certainly keep that in mind during games - if the enemy fails and is WS1 you're going to wreck face with those delicious 3+ to hits.
- Salvage