Great stuff! Updated both. Finished?
Anything about what the wyrm's poison does when you get stung with it? Same as wyvern, still the truth spell (wouldn't seem super-useful in combat), or should we make something up?
...the Wyrm’s venom induces delirium, making it easier for Mercykiller inquisitors to extract confessions from their charges, which in turn makes the duty of the Guvners’ judges easier, and guarantees that the poor sods return to the Mercykillers’ hands.
Getting back to basics for a minute, it's bigger, has 2 more HD, 3 better AC, is faster on land, and slower in air.
A standard wyvern shrunk from G to L in 3e. A wyvern advanced to 9 HD would be Huge, which I think is appropriate here.
So, take a standard wyvern, advanced to 9 HD and Huge, keep Dex unchanged, and modify speed and reduce maneuverability to clumsy?
That sounds good, although I don't care for the 10 HD (Huge); 11–21 HD (Gargantuan) Advancement.
I'd prefer 10-21 HD (Huge); 22-27 (Gargantuan).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.