As the creator of the original Kobold Camp, I commend you for taking up the mantle, and have some suggestions and additions to recommend:
1. Now that butchery and the like is so vastly expanded on, kobolds will probably rely on animals a lot more. I don't know if milking is indeed bugged like I heard it was but animals that can be milked, sheared, and butchered are probably prolific in kobold civilizations, a true staple of society. Making (or simply appropriating) some kind of shaggy beast that can simply be sheared or 'milked' (whatever the raws allow) for fur would be a good start, especially if that fur can then be used for bedding, light armor, clothing, etc.
1b. Further, kobolds should have the ability to tame all sorts of weird beasts without a noble (or perhaps should just get the Dungeon Master equivalent very early on). Just as they should be able to raise and milk weird beasts dwarves would never be seen with, they should also have the ability to train, tame, and even bring to embark a number of stranger creatures. Vicious beasts are going to be insanely important to keeping your camp alive, and just catching them in the first place will require your 'bolds to risk life and limb. Which brings me to...
2. Traps! Now that you can change reactions on any workshop, you can make wooden mechanisms (or perhaps limit them, since they'll be valuable, by requiring them to be made of bone or something, or multiple items all added together). That means that 'bolds can finally have access to traps, something fantasy kobolds almost always do, without needing to also have the ability to strip-mine. Even if the traps are limited to just primitive pit, cage, and spike traps, it would be a huge improvement.
3. Along those same lines, perhaps a larger focus on agrarian culture.
4. Variable weapons. Now that you can assign any weapon type, kobolds will probably go more for daggers, slings, blowpipes, and regular bows than battle axes and crossbows. I see you're already working on this though.
5. I know it's against popular demand, but please, assuming it works the same as before, leave in [item_thief]. Its biggest effect is counting exported goods as 'stolen'. This has the added effect of keeping your fortress's export wealth very low while still allowing trade, meaning you won't get waves of dozens upon dozens of migrants. Keeping a relatively low population and relying on breeding was a staple of the original mod's balance. Being flooded with kobolds makes it too easy, even as weak as they are.
6. Now that actual worthwhile caves are in, kobolds should be allowed to settle in them (with the obvious downside that they're usually infested with monsters). Though without smelting most of the ore will be useless, perhaps it would be beneficial to look into something to do with all those gems. After all, kobolds like shiny stuff!
7. Wooden weapons. Non-training weapons (especially spears and clubs) should be craftable from wood, now that it's a viable option. They won't be very good but sharp stone is fairly hard to come by.
8. You have custom workshops now, that can make virtually anything out of anything. Absolutely go wild with this. Fur furniture/bedding is a great start, but think of the possibilities. Bone weapons, bone furniture, scale armor, tooth-tipped arrows, bins made from skulls! Any creations focused around organic parts would be best, but really you can make anything into anything so it's just a matter of figuring out what you want at this point.
Good luck, and good work so far, it seems!
EDIT: Oh, and apparently you can put critters both into and out of reactions? If true, this is a goldmine of possibilities for this mod. Requiring live critters to be used to make certain things, or producing critters out of it...
First thing that comes to mind is throwing some small critter into a workshop with a bunch of bone to make an armored version of the critter. But I'm sure with a little more thought, some ideas that are actually GOOD might come of it.