I like the list, though I think it's a bit light on model count for a Sunclaw, and I don't think the Slann command ability would be as good as the Oldblood one that lets you reform a unit 3" after teleporting.
The other list is a bit too melee focused, and will likely struggle to deal with armies like Tzeentch, as it has no way to kill off priority targets or alpha strike buffer units, because the Slann is the general instead of the Oldblood, and will struggle to deal with Sylvaneth, as it lacks a way to deal with good saves with re-rolls; though with Salamanders instead of Razordons, and without some of the heroes, it could have more flexibility. The full melee list would probably work better with the bloodclaw batallion, which can pump out way more damage from the Saurus by buffing them with 3 command abilities + a serpent staff and Astrolith after reforming for the short charge.
I'd look at something like this for Sunclaw:
Allegiance: Seraphon
Saurus Oldblood (120)
- General
- Suntooth Maul
- Trait: Mighty War Leader
Saurus Sunblood (120)
Skink Starpriest (80)
Saurus Astrolith Bearer (160)
40 x Saurus Warriors (360)
- Clubs
40 x Saurus Warriors (360)
- Clubs
10 x Saurus Warriors (100)
- Clubs
Bastiladon (280)
Bastiladon (280)
Sunclaw Starhost (130)
Total: 1990 / 2000
Allies: 0 / 400
Wounds: 130
Maybe cut a Bastiladon for 4 Salamanders, a unit of Handlers, and maybe a skink priest for re-rolls on the second basti or 2 more Razordons/salamanders.
The Oldblood lets you reform after teleporting 40 Saurus, which lets you alpha strike against armies that don't bother with a buffer, as they only need a 6+ to make the charge instead of a 9+, and the extra bodies will help against alpha strike lists with a turn 1 threat, like the Bloodletter slingshot list that took 2nd at Australia masters.