Best mod ever, although I've noticed a few things with the kobolds.
1) They happily drink booze, but god forbid you try to make a camp which lives off alcohol and food made from produced seeds. No wonder my camp was all running after vermin for food, and their culinary tastes made them refuse the prickle berry wine stew that I made in desperation.
2) Even when kobolds can't be told to take on the tougher tasks such as a mason or a weaponsmith, apparently when a kobold with such task as their skill arrives to your camp, somehow it stays with them. They don't have any skill levels, lets say in Masonry, but you can still tell them to build a Mason's workshop, and to get on working with statues, rock doors and the like. Of course, this makes such kobolds irreplaceable, because you can't just tell some new kobold to take over the dead one. Most likely they were master thieves, and snuck in dwarf/human workshops, learning all their secrets, but as they are kobolds, they would rather keep said skills to themselves and rise to the level of gods among their peers. Stupid sexy kobolds.
This of course means that if one would wait it out long enough, and they got lucky with the immigrants, it would be entirely possible to create a kobold camp rivaling even the dwarfs in its industriousness. I'm talking about kobold weaponsmiths, armorsmiths and the like toiling in the heat of magma, to fuel the kobold war machine.
Of course the problem is that you'd need an anvil. But hey, you can always just abandon some dwarf fort with one and reclaim it as kobolds. Truly it is the age of terrors the day the kobolds rise clad in steel armor.
Or is there some tag within their entity file that denies them access to all but copper? It's all mumbojumbo to me.