I'm not sure if this has really been updated for kobolds. I would likely not use the mind control tech, and instead use the new Murmuring Elemental [/card] that doubles battlecries for a round, you can use them on turn 4 with jade claws , or 6 with spirits, or even late game with chieftain or aya or dopplegangsters to get 5 of them instead of 3 and evolve. I'd also like [card]unstable evolution in place of a second evolve. It has value even without a big board in case you cannot get any traction early on, and you can reroll minions that may have evolved poorly. While pirates (at least enough for patches) are still around, I'm not 100% sure I'd opt for 2 crawlers.
I've been testing out Grumble, Worldshaker in this deck as well, since I landed him in a pack. So far it has been hit or miss, but you can do some neat things with him. For instance if your jade spirits or chiefs survive a round on the board you can ping them back to hand, cast them again, and still have enough to evolve all or some of them.
I'm playing around with grumble in place of a dopple and a Jinyu Waterspeaker in place of a 2nd crawler. you can get a 12 point heal out of the jinyu, or bounce it back with grumble and use it again for 1 mana.
This essentially puts the focus more on jades for this deck instead of evolves, while it still holds a decent amount of Evolve potential. Being able to get some double jade battlecries in turn 4 - 6 though can really put the game away right there, especially when you follow up with an aya that is suddenly giving 6/6 and 7/7 jades on turn 6 or 7. Or you start getting double big taunt jades and protecting the smaller chieftian that is a nice evolve target.
2
Loses to priests in ranked. pleh.