Solid list, actually. All Skinks is really a nightmare to play against. The speed and amount of poison they throw down is just the worst (for the enemy!)!
I think that at higher points it will start to become a nightmare for you, though. Lacking heavy magic and all those models will become a pain. I know, I play a Green Tide Orks in
40k. It is still totally possible to keep it as Skink-y as you can though. While most of the Skink characters are overpriced, Tetto'ekko can be fun to play and to model (it works really well with a Mazzie conversion in the trade off). I also LOVE Tehenhuain, especially on an EotG, dangerous as that is. Lore of Beasts is a hillarious Lore and can make that Skink Chief of yours an unexpected threat.
It shouldn't be too hard to stay away from Saurus. By taking Bloxigor (units of 6+ Kroxigor) can serve that purpose. It's too back that there aren't official/current rules for Nakai the Wanderer (
http://sgabetto.free.fr/Telechargements/nakai.pdf) The disadvantage they have is no
FC option, and Ancients suck. They will give the army the static combat that you will have to deal with at the higher point levels.
I personally like Razordons. They are a great way to keep lightly armored troops at bay and where you want them. They fear charging them because of the amount of potential shots that Razordons can lay down.
Stegadons are always scary but are fire magnets. By taking units of Terradons and killing war machines early in the game, you can keep the Stegs around to actually kill things.
Beware of the Skrok unit (with or without Krox). They DO NOT have staying power. They may seem like a good way to get more Kroxigor into the the army but the low
Ld (even with
CB) and the amount of Skinks that will die is
CC the unit is a lost cause as it stands.