Because they needed some for compensation for what ward did to them? But I agree, we definitely need those guys.
For a Skink Lord... Always Strikes First would be a good start, since being fast is part of what Skinks are about. S4 and T3 are just fine, when you consider what humans and elves have to deal with. Though armour piercing on a ranged weapon would be nice. A big strong/tough hero isn't really what we need in a skink Lord, big and tough is a Saurus, this guy needs to be fast. But he'd still get 4 Attacks. Maybe give close-combat attacks Poison, or the option to buy poison. Weapon Skill 6 too. I figure that's a reasonable guess on what we can expect.
Skink lord needs to have a new kind of mount, basically an extremely fast lizard of some sort, with a movement of 10. Only the skink lord would be able to control such a quick and powerful beast. Also it would be -2 to hit this guy, due to lightning reflexes. For shooting, he'd be able to spit venom at 18 inches. The venom attack would be D6 shots at strength 1 BS4, but any rolls of '6' to hit auto-wound as normal for poison. No armor saves can be taken against this attack and each unsaved wound multiplies to D6 wounds! Sort of an all or nothing poison spit to the eyes sort of deal, best used against big multiwound critters. The mount would have 4 x str 5 poison attacks at very high initiative, do D3 strength 5 impact hits, and a single strength 5 stomp.
There's another idea! An inherent Ward Save for the Skink Lord, to represent their preternatural swiftness. Something that add's +1 to any Ward Save that they already have, or gives them a 6+ if they don't have one. (So Parry Saves, and various magic items still have a use on the character. But c'mon people... -2 to hit? Spitting poison 18 inches? I can't tell if your head is just up in the clouds, or if you're trying to troll us.
I think you misread, that was for a new type of MOUNT, not the skink lord itself. It would still be pretty easy to take out with a warmachine of course.