Atchman,
You've given a very good summary of the Lizardman list, as others have noted. I just wanted to point out a few omissions from the magic item summary.
1. The first one isn't a major omission, as it's not a very commonly-taken item, but I've been itching to find a way to sneak one of these into my list--the Shield of the Mirrored Pool. Essentially, it acts as a normal shield, but if the character carrying it (or his unit) is targeted by a magic missile spell, there's a 50/50 chance that the spell will rebound and hit the caster. Against Empire, I suspect the utility would be limited, but against Skaven it could be really handy as a deterrent to all those Warp Lightning spells the little rats love to toss around.
2. Another rarely-taken item is the Blade of Realities. This caused a lot of wailing and gnashing of teeth when the book came out, because it ignores Ward saves. The reason it's never taken, however, is that it doesn't negate armor saves. Maybe useful against Demons, but not against most armies.
3. One of my favorites is the Venom of the Firefly Frog, which makes attacks from a character's mundane weapons count as both magical _and_ poisoned. The poison ability isn't that helpful (I tend to forget about it, and in any event a great-weapon wielding Saurus character is usually wounding on 2s), but the magical attack ability could come in handy against Ethereal critters or High Elf Mages with Walk Between Worlds.
A lot of Lizardman players (myself included) are actually of the opinion that our magic item list is one of the more limited ones in the game--not because there aren't some really, really nice items, but because they're all clustered in the Enchanted Items category. That, coupled with the relatively low number of magic items in the list (at least compared to other races) means that you tend to wind up seeing the same combinations of items in almost every Lizardman list. Again, the items that get taken are great, but there's not a lot of variety.
One comment on the Skink Priest--they do have the ability to Scout, but I can't ever imagine a situation in which you'd actually encounter this. Skink Priests are restricted to the Lore of Heavens, and most Heavens spells, even with the revisions, have good range and don't require line of sight. If I allowed my Priest to scout, I'd just be placing him closer to a lot of things that can hurt him--with Skink Toughness and lousy leadership, that's just begging for trouble. They're fast enough that you can get them where they need to be without having them Scout, and you can protect them while you're doing so.
Again, very nice article--it's very interesting to read the reactions of non-Lizard players to the book and army list.