Komodos are up. They are kinda finicky at the moment. As carnivores, they do not have access to any crops at embark, and like BlackFlyme pointed out, omitting the [CLOTHING] token does not disable the bad thoughts from going naked. When I planned this, I was thinking that I could assign them some wool-bearing animals, but this is not automatic when they have [USE_ANY_PET_RACE]. So at the moment, the only reliable source of clothing is leather. Although leather is harder to produce, it's advisable to focus on meat industry with Komodos in the first place because they are carnivorous. I think rather than try to repair Komodos themselves, I will try to add some custom shearable creatures that live in Komodo friendly biomes.
Komodo native weapons include:
Khopesh - It is based on the Battle Axe and uses the Axe skill. Only difference is that it comes with a stab attack.
Hatchet - Same as the Vulps'.
Shamshir - Similar to the Katana and Longsword
Fan Axe - An axe with the blade turned 90 degrees to face forward for thrusting attacks. I haven't tried them in combat yet, but they have the contact area of an axe and the penetration of a spear, so I expect good things. (come to think of it, that's probably not how it should work) Uses the Pike skill. (to recap, Ace is using Pike for all large/heavy/exotic polearms)
Atlatl/Javelins - A launcher for javelins. Javelins are huge with spear-like attack characteristics. The atlatl (launcher) itself is tiny and will probably get you killed if you try to use it melee. I might change that so that the atlatl functions like a spear in melee, since realistically you'd use the javelin for close combat rather than the tiny launcher, but that would feel like cheating.