Kobolds are Shifty because they're sneaky bastards. Or are they Sneaky Bastards because they are shifty. Meh, chicken and egg. The point is, kobolds are sneaky bastards that are shifty. Both sides synergize to make the whole package.
This is a very true point that I predict will make absolutely no difference in the conversation.

Because part of the disagreement is what exactly evokes "flavor" for the reader/game participant. For some of us, these synergies between different mechanical and fluff bits are the very heart of flavor. And liking these things, one begins looking for them, and thus this becomes a self-fufilling way of looking at game in play.
To the extent that someone leans, however, more towards the primacy of fluff, I think that it is equally self-fulfilling. You see this in its most extreme form in someone that likes a given class because of the fluff,
despite the failure of the mechanics to support it, and often even in the face of mechanics that frustrate the stated fluff.
And despite RC's cute answer to my previous reply (and my how you guys have talked the last couple of days), I still maintain there is a difference in deliberately mutable fluff that becomes fixed over time versus mechanics that do the same. People don't make up house rules that then become fixed the same way that they sometimes make up fluff that then becomes fixed. House ruling is done in regards to an issue--a problem that needs solving, or something that is off in the mechanics (perhaps a mechanic defeating the primary fluff). It is nearly always a reaction.
Mutable fluff, however, is done that way usually because the participants at the table do not want to be locked down until the moment arrives to decide. The matching analogue in mechanics would be a game with minimal to no rules, where each rules was decided at the time it mattered. It would not be, "The swimming rules make no sense here. Let's change them." It would be, "Someone wants to swim. Let's make up rules for swimming." That might be fun as a theoretical exercise, but I don't know of any game that follows that pattern.
It is the difference between mechanics primacy where fluff is given as example, verus rules primacy where fluff is given as the default. That is precisely it, the difference between example and default. The fluff primacy point of view may prime a person to see the example as default. That would explain a lot, if so.