Let's get to work on some basics, then. Stings: do we want to add some piercing damage (the standard doesn't have any)? Maybe 1d4 or 1d6 per sting? Upsizing the acid from 1 at Diminutive by the usual table is 3d6, but that feels a bit big, especially if we don't want to make these too strong compared to gammaroids. Maybe 1d8 acid?
I'm not sure about the combining of acid - but I would say if it reduces rolls, then (IMO) that's a good thing. I don't necessarily want to be rolling a gazillion acid damage rolls if we can find a way to avoid it...
Ah, okay, I see.
Yes, I definitely like that.
I like the d12 a lot in general, but you're talking about 130 average damage over 20 attacks. That seems a bit higher than we wanted to go.
For Imp Grab, are you going for something that can grapple multiple critters at once? I know there are monsters we can consult for that ability, but I'm blanking on which. We've certainly done some in the CC.

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