Ok, I've tried everything in the race and Imma leave my thoughts and balancing suggestions here now. All in all, I really like how they are so far, of course there's lots of balancing problems which is expected of a beta release but still, they are an amazing and fun to play race, just as i wanted them to be. So far they have quite strong infantry and mages, regular archers and near to no cavalry aside from a mounted scout kobold (their biggest weakness is in the lack of cavalry, but it's supposed to be like that). I liked most, if not all of the units and their playstyle suits me quite well.
Balancing suggestions:
Unit changes:
- Kobold Archer - Change to attack: 4 > 5.
- Armored Kobold Archer - Change to attack: 5 > 6.
- Kobold Laborer - Change to Mend Rate: 5 > 6, Change to Cost: 2 > 3.
- Armored Kobold Laborer - Change to Mend Rate: 7 > 8. Change to Cost: 2 > 3.
- Kobold Priestess - Remove Rest spell, since it seems to literally do nothing. Change to attack increase in Dragon Might spell: 6 > 8. Change to Dragon Might spell: can no longer be used in buildings or archers. (Why was this even possible in the first place? Buff up an archer or poison tower for 14 attack shots?

) Change to attack: 15 > 8. (Why was it so high?? it's a priestess)
- Poison Tower - Change to range: 4 > 6. Change to hp: 16 > 35 (I know it's supposed to be frail, but 16 is too little for any building). Change to Armor / P. Armor: 0/1 > 2/3.
- Armored Lizard Blademan - Change to hp: 32 > 34, Change to Armor / P. Armor: 2/2 > 3/3.
- Lizardmen Archer - Change to attack: 7 > 8. Change to hp: 26 > 20. (26 is too tanky for an archer)
- Armored Lizardmen Archer - Change to hp: 28 > 22.
- Snakemen Dual Swordmen - Change to attack: 10 > 12. Change to hp: 30 > 36.
- Snakeman Spearman - Change to hp: 26 > 28. Change to attack: 8 > 9.
- Kobold Slinger - Change to power range: 1 > 0. (why does he even have an AoE attack?

) Change to attack: 4 > 5. Change: add an actual miss chance, it says he has a miss chance in the description but he does not. Something similar to goblin archer miss chance should do.
- Armored Kobold Slinger - Change to power range: 1 > 0. Change: does not have miss chance. (upgraded slinger should be more accurate)
- Highborn Kobold Swordsman - Change to cost: 2 > 3.
- Highborn Kobold Spearman: Change to cost: 2 > 3.
- Highborn Kobold Archer - Change to cost: 2 > 3.
- Kobold Conjurer - Change to Fireball cast range: 7 > 5. (PLEASE, IT'S OP)
- Kobold Shaman - Change to Poison Breath cast range: 7 > 5. (less OP than fireball but still too powerful)
Needed units:
- Anti-archery units. Archers completely shit on Scaledfolk right now (except for a few units) due to their general lack of mobility and relatively low p. armor. Adding an unit with a similar role to a troll headhunter (lizardmen headhunter?? I might make a thread on that later.) will REALLY help them.
- Flying units. Since it was agreed that scaledfolk will be weak in cavalry, they should have strong aerial units to compensate - otherwise they will be a very static race, because their infantry, though strong, is not fast enough to be used well offensivelly. Dragons will be perfect for this role, so let's implement some of the ones that are already finished in the Scaledfolks units section.
- More unique units. Legitimately the best part of their army. The unique units they already have right now are already great, but there are more ideas in their units thread that could potentially be added and make them even more unique and set them apart from other races. I'd suggest implementing units like the Gorgon / Medusa, Snakeman Shaman, and Venom spitter, for example. (We can discuss their stats and abilities before trying to implement them if so is needed)
More needed changes:
- Make Lizardman Blademan, Lizardman Archer, Kobold Horseman and Kobold Shaman recruitable in TCs. The TCs literally only allow you to spam the basic Kobolds so you literally have to choose between either wasting your TCs' production with only kobolds, or not produce anything at your TCs at all, which really sucks (and it makes the pop limit reach its max really quick too, which is also a problem). We could add even more units than the ones I mentioned to TCs, too.
- Make kobolds not be able to swim, and make lizardmen be able to swim, as it was agreed in the race thread that kobolds would not swim but lizardmen would. (lizardmen is slower in water though, obviously)
- Adjust the buildings' extra mend rate multipliers. A poison tower can literally be built in one turn with a couple workers while a Temple can take up to 12 turns with many workers.
That's basically it, it's a lot of changes but I believe these will make Scaledfolk even better than what they already are (well, they're a bit weak right now to be honest, but these changes will help them a lot).

If anyone disagrees with anything then say it so we can sort it out