Lamellar leather is also pretty valuable by kobold standards[Equivalent to billon in valnilla, after some RAW trawling]. A masterwork armour set of the stuff is about ~20000 dorfbucks. Use it in the Leather Upholstery to make furniture for your nobles. Its still less expensive then iron though[Equivalent to silver], while having basically the exact same properties as far as armour goes[Probably copy & pasted, judging by the exactness of the similarity.]. Plus it can be warpainted and requires only trap spiders and jack rats to make. Lamellar leather is best kobold armour material, besides maybe mithral[Little tiny kobolds in iron/steel suits get exhausted fast].
Also:
On my RAW trawling, I noticed that the "Make trap components/mechanisms from clockwork" has [PRESERVE_REAGENT] on it, meaning that the clockwork part can be used for infinite mechanisms or trap components. I remembered this from a far earlier version and was unsure if it was intentional. However, since I remember not being able to find the Tinkerer workshop in my Cobaltpacked game, I looked through the RAWs some more. What I found:
1: The reactions are listed in reaction_kobold and can be found with the in-game manager screen.
2: The reactions are found in the tinkerer workshop.
3: The entity_savage_kobold permits the clockwork reactions.
4: The entity_savage_kobolds DOES NOT permit the tinkerer workshop.
Which of the above list are bugs and was/is it intentional that the clockwork parts be reuseable forever?