Hmm. Not sure, but I can give a good set of overall tips regarding this. That said, reading the readme file (or the OP) should prove useful overall.
Concerning Embark:
* You need to remember to add wooden picks if you want to start off with mining. The embark won't automatically add them to items because of their counting as weaponry.
* A river or stream is immensely useful. Making fermented milk isn't very efficient for sustaining kobolds, fish are the only food source as reliable as farming is for dwarves, and shells are better
* If your civilization has it available, bringing copper nuggets, obsidian, or chert is useful in the event you need a boost to your early weapons and ammo.
Concerning Not Dying:
* Arrow slits are your friends. Arrows may ping off an invader's armor an awful lot, but the combat changes currently make indirect damage by twisting joints surprisingly effective.
* The same thing mentioned above, plus kobolds being surprisingly hard to hit when well-trained, means you can afford to be bold with an enemy force if needed.
* Build a salvage workshop. If you survive one siege, this'll be astoundingly useful for converting enemy armor into a form kobolds can wear.
* If all else fails, building destroyers still can't deal with a locked hatch if it's above them, unless some other path is available to them.
* Enemy thieves will ruin the above plan in a heartbeat. Combining arrow slits, guard animals, and hatch abuse will help if you have thieves and building destroyers all at the same time. Even if the end result is less "cavebolds with sharp rocks" and more like Tucker's kobolds.
* Cotton candy is still just as deadly in stone form as it is in metal form. Exploit this at your peril.
Misc Tips:
* Prepared food is still overpowered for trading, in the unlikely event that the caravan has something of value.
* Astoundingly, designating a tavern will attract foreigners despite all other civilizations being hostile to kobolds. Feel free to abuse this for cannon fodder, bait, or more victims.