As for the point reductions.
The skink handlers drop is nice. Those Always felt weird. It might make it a bit easier to fit in 2 or 3 handlers to actually cover your various razordons and salamanders instead of only 1 pack. As for
@Nart 's remark of people potentially abusing them, they lack wary fighter, they don't have a ranged attack, they don't have shields & their damage, although better than a regular skink, is still terrible. Overall they're far worse at grabbing objectives and the like and I doubt many people will be good enough to actually abuse em (admittadly, there's Always going to be that one competitive player that figures out some weird playstyle with stuff like this..)
Thunderquake is essentially nerfed twice as it rarely if ever sees a troglodon used. So that's a bit stupid.
Kroxigor buff is nice, but probably not enough on its own. Kroxigor need some syngeries or a nice battalion they actually fit in to start seeing use.
Kroak buffs are Always nice though it doesn't seem too impressive.
Starseer buff seems pointless unless they fix his spell to actually do something usefull, or at least give him a command ability of his own to spend the points on.
Guard drop is nice, but doesn't fix their issues with mortal wounds and their overreliance on synergies to function even without mortal wounds (anything less than an eternal starhost + skink priest is underwhelming with their lack of wounds)
Warrior drop is nice, but also still leaves them extremely Reliant on synergies on bonusses which can easily be disrupted and still being garbage without them.
It does raise an interesting question though, is this going to have an effect on our summoning costs? Cuz a point-drop there would be much more noticeable and usefull. Summoning 5 guards for 12 points isn't going to be too interesting, even if you can back them up with (some) buffs, but 10 do make for a decent force, especially as summoning is flexable and you could summong them in convenient places, away from any mortal wound threats.