So, for my next campaign, I decided to give kobolds a bit more flavor.
Hive Mind: Every kobold infestation is actually a hive-mind colony. There are Queens, Workers, and Drones/Builders. The further from the Queen kobolds range, the more erratic and uncoordinated their movements. This means that the closer you get to the colony's heart in a dungeon, the better kobolds fight.
Kobolds Build: The aforementioned Builders do just that. Kobolds not only build traps to protect their colony, the also build bizarre contraptions that apparently serve no purpose except to inconvenience adventurers. A kobold infestation needs only a few months to totally change the design and look of entire dungeon levels.
Beware The Queen: As stupid and weak as individual kobolds often seem, their Queens are supposedly exceedingly intelligent, with some scholars attributing mind-control powers to them. To reach a Queen's Nest is difficult enough--to defeat one is a feat of legend.
Adventurers Are Yummy: Yes, kobolds eat adventurers. More often, however, incapacitated adventurers are brought to the Nests, where they are eaten--alive--by Kobold Hatchlings.
Meepo would approve, I think.
So that's it for now. I'm also thinking I want the kobolds to have some sort of iconic weapon, but I'm just not sure what right now. Barbed spears are nasty--maybe only 1d6 damage, but another 1d4 or 1d6 when you have to yank it out.