Alright, I'll be working to integrate this stuff in what I have. I expect there to be mistakes, and I'll do a playtest to make sure I haven't made redundancies in the menus or what have you before I upload anything.
Also, to avoid confusion between kobold spears and normal spears, I may rename it to something else, such as a 'pointy stick' or similar. And yes, I forgot that without stone, making slabs would be difficult.
Now, I've rerealized that I am way behind on the workings of mods. For one thing, I've heard that it's impossible for kobolds to normally become necromancers, and I couldn't find the thread post that explained how to change this. I'm not sure if I'd WANT to change this, but I would like to know how.
Moving along, I do like the idea of crude things, but at the moment a lot of it seems potentially redundant. A lot of these metal objects could just be melted down and reforged, unless there's something I'm missing. It may be worth rethinking the available jobs, and shut down some advanced stuff like weapon/armorsmithing. But last I checked, shutting down one job shut down the whole family of skills, so more than just armor/weaponsmithing would be affected. It's been a long time, but I do recall there being a reason why I opened those jobs again; although the reason may be long since gone.
I'm also pretty certain that firing clay isn't an issue so long as one has wood to burn to charcoal. I admittedly forgot about the mechanics of that as well.
For a musclebold caste, I would be interested in that as well. It would be nice I think to add some flavor, although I likely would prefer to keep it simple with just a few castes rather than having 10 different kinds of kobolds to keep track of. Nevertheless, it's a good idea. Same with the shamans, although I do agree with Bronze Dog that it may be best to keep the magic subtle, IF possible to do so. I'd still prefer hurling ice bolts than no magic at all, for sure.