I guess you have a point. But we could do with some familiar materials.
Lizardman blood being contact poison was removed in HugoL bugfix because it lead to no creature having a higher than 50% chance of survival from fighting a single lizardman (even ones that don't breathe end up being paralyzed forever, and this works on massive megabeasts too). This is a game where blood spatters everywhere. Thought you knew.
If you want to make it a contact poison again, it should probably have a weaker effect. People pretty much agreed it was too much.
...You couldn't have at least f****** pm'ed me before you did so to make sure I knew!?!? I would have been f****** open to allowing people to change it, and would have made the changes myself, if someone f****** told me! [/rant]
No need to get all mad. You yourself state you were busy. It's really hard to get a hold of busy people, people even leave these forums all the time, and this needs to go forward to ever make completion, whatever that is. So we change things and then when you scream, we can change them back. These things aren't permanent and they're not finalized, nor personal.
There's two ways to play the game: fortress and adventurer mode. Even if lizardfolk contact poison weren't op for fortress mode - which it was, consider how fast stains spread and how much trouble such poisons can be - it definitely is for adventurer mode. You get ambushed, and then often die inevitably some time later. So it needed to be changed urgently. PMing you would have been good though, so sorry about that.
How the hell do they have metal spears? Are you sure that's not an adventurer? They have neither metal nor any weapons permitted in their entity file. I think something happened to the raws you're using, they're producing much different results than mine.
Obviously it is an adventurer companion (stated). I would not test with anything but fresh downloaded raws. But now that you said it, sorry, he may have picked it up somewhere. He must have killed the one he picked it up from, though, since I did not interfere. I'll try to find another monastery and verify.
But consider the following:
1) These creatures WILL come visit your fortress 4 times per year.
2) They are capable of killing anything in the game that has a brain; even one of them can defeat a horde of armed opponents or a megabeast. The above makes it a valid strategy to let them kill any siege.
3) They may be limited to push attacks by default but they are definitely capable of acquiring equipment, being able to grasp.
4) They are capable of going mad if something bad happens.