I'd love to build a fort made for these sorts of traps, unfortunately I don't have as much free time these days. The more I think about it, the more I think it could work out to be awesome
And by all means bronze, tweak as much as you like, the original kobold camp thread gave me the impression everyone had their own vision of what kobolds could and couldn't do. Able to mine stone or not, able to do masonry jobs, or even smelt. Even in 40d before I posted anything, I'd continually tweak them, sometimes so far as to the point that it was practically dwarf fortress just with kobolds. My attachment to kobolds is likely because, oddy enough, I was introduced to kobold camp before I was dwarf fortress.
The rendition I've posted here is primarily based on what Gobbo had designed, or what I think he would've designed it like, for the most part- the exception I feel is that kobolds can work with stone; the difficulty lies with GETTING the stone (as displayed with the 31.xx ability to make most stone unmineable.) Which reminds me about how I had to put in some jobs I didn't want in, since if one skill was disabled then that entire family of skills was disabled- I need to check to see if that's been fixed up, and will do some tweaking if so.
My point being, before I went on a tangent about my thoughts on why I made kobold camp the way I did, is that it was not made as a "this is how kobolds should be played and this is how they are" but "this is how they can be played, but it can be easily modded to however you would like to play." That being said, if you manage to make a full language that still maintains that feel of Jribus and Cheelbus and Jrifikibi, I may very well insert that with your permission.