Look here I am! I do get an e-mail message when I'm tagged in Yog-Sothoth.
My emphasis on the zoog was on tricks and traps rather than weapons because how can they be warriors, really? I don't think they have a "warrior" class in their populace or an "army", so no real tradition of weapons, though obviously they can use whatever.
I'd argue that typically they would use bite and claw attacks, augmented with whatever weapons your game has which are suitable for a tiny creature. Darts, daggers, spears, perhaps small bows. Any kind of weapon that works by exerting strength like a club seems like it would be out.
PC betrayal absolutely requires player buy-in at the start for a game like Call of Cthulhu, in which the odds are already against the players without one of their number back-stabbing them. Unlike in Paranoia, Skullduggery, and Fiasco, where treachery is baked into the premise, its potential to blow up in people's faces in CoC outweighs the possible dramatic "surprise twist" later in the campaign.
If players do like the idea, there are rules mechanics that can incorporate the theme into game play, such as Bonds in Delta Green for CoC or the Trust/Betrayal rules from Night's Black Agents for Trail of Cthulhu.
Sorry, perhaps I mistyped. I was making a comparison to Cold War. I do have a copy. It's a favourite of mine.
For purely selfish reasons, "Curse of Seven" , TOME's "Toy Shop" and "Heka Hoy", and Pagan's "Book of Hidden Things", because I've never managed to find any information on them anywhere.