DISCLAIMER: Generally I find Kobolds to be the cutest thing in this game and adore them. I normally mod my game so I can have on embark a small group of kobolds accompany my dwarves.
Okay so one of the main issues with the first post was sentient death and a supply of
victims volunteers
I've got the solution that is the result of attempting to breed kobolds.
If you're willing to modify the raws, you can go anywhere from a minor mod of not avoiding traps, to being common domestic pets with a value of 1.
Then have a Kobold Ghetto where they breed.
If you make their growth period small enough and clutch sizes large enough (in addition to a few genepools that can interbreed and prevent incest issues) you can have a steady supply of volunteers
Then all you need is
_ empty space ; w wall ; k kobold drop point ; g grate ; c ; child
To maximize the efficiency, it may be best to have a number of kobolds drop. Along with modifying raws so that all the kobold ghettos need is nest boxes and space. This meaning that they hunt vermin and additionally produce 6 eggs each. This allows with 4 ghettos an exhange of not only population (pasturing kobolds who are born as children in the other ghettos) exchange, but also 4 volunteers per mother per year.
There is a bit of startup work and that is to be expected. Around 30 or so Kobolds would be needed initially to ensure that breeding pairs can be set up. The use of honeymoon nests would be ideal, separate small pastures of 1x3 or 2x2 rooms for the kobolds. Ideally we'll get 3 pairs per ghetto, and once 3 pairs are established, the faulty remaining individuals can be escorted to the waiting room.
The waiting room is a lobby large enough to contain 10-20 kobolds. They will eventually be escorted to their appointment.
By having approximately 48 Kobolds who volunteer from birth we can supply anywhere from 4-16 children with kobold appointments. This varies depending on frequency, number of guests, and number of appointment rooms adjacent to the lucky child that gets visited.
Also there are 24 or so new children per generation. Parents who can no longer produce will be scheduled an appointment, and this also ensures that a large number of kobold eggs can be produced for special occassions where the child gets to play catch with kobold eggs.
Provided below is a simple diagram that maps out the busiest possible child.
More space between the appointment chambers and the child's cubicle may be needed, so that a cleaning bath is arranged with a hatch below finished appointments. Another option is a door at the back for someone to escort the kobold to a nice spot in the sun, or a relaxing nap somewhere quiet.
Above he child is a hatch to drop down peafowl and food. Peafowl could be modified so that they can be eaten right after dying, giving the child a method to dispose of their foe. Additionally, above the first hatch a few z levels up can be another one. This is where eggs are dropped down from harmlessly onto the child for a game of catch. Or puppies can be dropped so that they just don't care anymore.
A hatch below the child so that at adulthood they can go down.
I'm sure since the first post everyone has come up with much more advanced methods, but I hope this startup idea will help some.