If you want to stay low TV in a perpetual league, and don't mind being hyper cheesy;
2 rerolls (or 1+leader), no apo, no skink reserves, fire any skink that skills. Once you've got some block, MB and tackle, you'll gut anything else at that TV, because your main weakness (wood elves) typically performs very badly against the other low TV races when min-maxed in a similar manner, and elves aren't popular in the Box atm.
This can get you scary win percentages (Tarabaralla managed 28/5/0 with his lizzies before he lost a game).
If you want to grow properly...it's tricky. You will take damage, and I'd design your build around the following principles
1) 2 saurii for the LOS. You won't be able to get away with more than this, and there's no point trying hard to skill these 2, as they'll snuff it frequently against claw.
2) Against clawbomb, put at least one skink on the LOS. 2d with tackle and 3d with tackle isn't a huge difference, and your main chance of staying on the pitch is if they fail the armour roll. There is a significantly higher chance of a skink leaving the pitch than a saurus...but it's also much less of a loss when they do.
3) Don't underestimate Mighty Blow. You can't take chaos on in a direct punchup, but unlike any other race, if the chaos man mark you, you will almost certainly get some hits back. If you are handing out 4-5 MB hits a turn, that hurts the bashers. They need to bring in assists to get 2d's on your saurii, and the MB that comes the other way hurts.
4) Roll doubles. However much you try, you will run into problems with saurii that don't double. At 1900+ TV, I'm not sure Lizzies can be competitive for more than 5-6 games in a row, given the fact that there's a pretty good chance that all 5 will be chaos with clawbomb as every skill. Dodge won't protect you against the dedicated killers, but it's a pretty good protection against the "lineclaw", as most chaos teams aren't carting around more than 2 legend killers, and Blodge protects well against anything but tackle. On the bright side, you don't need to worry about sacking healthy players...just don't expect to get many players over 76 SPP without either blodge, +st or minmax.
5) Don't forget Guard. As you are growing, mighty blow spam is the easiest way to target claw, and I see a lot of Lizardmen coaches neglecting to take Guard, as it's pretty much useless against Chaos. Under 1800, there's a lot of orcs and dwarves...I'd estimate at 14-1600, about 50% of your games will be against them (and this is the sort of TV you'll drop down to 1 in every 4 gamesish), and if you run into a guarded up orc/dwarf team with 0 guard of your own, that's going to hurt.
6) Skinks win games. At low TV, your saurii win the games, and if you have a huge chunk of your TV on skinks, you are stuffed. At high TV, your saurii still should be winning you most of the games...but when(not if) you lose a lot of players early, your only hope is to mob the ball carrier with skinks (after a saurus shatters the cage), turnover, and go 2-0 up. Most Chaos/Nurgle players in the Box much prefer to guarantee a draw with no damage to them than risk a win, and so they'll 5 turn grind you, clear the pitch, and then score in 2-3 turns for a draw. If you've taken 5 cas in 5 turns, a draw is a fair result for you (being as with Lizzies, you should be winning the games where cas dice is even), and the only way to get those is with skinks.
7) Stall. Do NOT score early, do not score fast. It's okay to start scoring fast when you are 2-0 up and have the ball in your claws, but always maintain a 2 TD lead. Usually, when I hit 1-0 and have the ball relatively safe, I start handing it off to a Saurus. You can usually manage a saurus pickup in 3-4 turns, and that's at least slightly more interesting than just hitting end turn repeatedly. Generally, I stall by punching 3 squares into their half and making a sideline halfcage there with skinks, then darting back and forth repeatedly while my saurii hit stuff. 3 squares is the magic distance that a skink can score with 2 gfi's from, and most opponents don't appreciate that fully. In an emergency, 3+3+2+2+ with a dodge rr and team rr isn't impossible to score from. If they leave a place where my saurii can punch a gap, I'll punch it and stall on their TD line, running back and forth along it with the small skink cage. Remember to use your speed. If your entire team is sticking stationary each turn, learn to move it, or go play Orcs.
Hope that helps, I've had a fair bit of FUMBBL Box experience...it's a bit random, just all written down in the order I thought of it

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