Yep, looks like these new changes work fantastically! Index changing, the new shields, all of it seemed to work flawlessly. If I may make a suggestion then... is it possible to also include a Copy function as well as a Switch function?
Shouldn't be too difficult. It already has the code there for "highlighting" an index, maybe for "paste" it could just be Insert instead of Enter?
Also, is there any more information you'd like added to the editor that I haven't really explained or explored yet?
Yup, there are a couple things from the wishlist that have yet to be solved. The biggest thing off the top of my head would be getting the tile graphics read dynamically from the rom. I was trying to do this last year and met with mixed success. I can get it to read all the regular tilesets correctly; the only ones that are causing issues are the 4bpp ones (airship, ship). I posted my code in the other thread just to see if anyone could see what I was doing wrong. I can try to pseudocode it down to make it more readable if that would help. In any case, that can be discussed in that thread.
I would also like to make an "arrangement" editor, for editing the monster arrangements (the screen positions of the monsters in a battle, possibly other information related to that?). The wishlist thread on that topic didn't really go anywhere.
There are still several game objects that have "mystery" bits or bytes that we have yet to discover the function of. It's entirely possible that some of them are redundant and actually ignored by the game (the "two-handed" flag comes to mind) but it's also possible that they do have a funciton which we just don't know what it is yet. While working on a test hack (I found this is a good way to test the actual usability/friendliness of the editor for an actual hack) I discovered completely by accident that the spells have a mystery bit (the top bit of the "effect" byte) that was causing a damage spell that had it to deal
much less damage than it should. I'm planning on going through all the game objects at some point and making all the "mystery" information editable, if for no other reason than to assist with experimentation.
While not technically part of the editor proper, getting the "complete shadow party" patch working would be such a useful tool for anyone hacking this game, particularly if they're planning on changing the plot in any significant way. That way you wouldn't have to design your plot around the limitation of who can be in the shadow party in what slots at what times.
And finally, on a less technical note, I've been delaying adding the overworld to the map editor, at least in part due to my understanding that it uses at least one multi-tile code (i.e. one of the bytes corresponds to several tiles in a row, f.ex. the snowy mountain tops I think it was). On a technical level this is pretty trivial to implement, but on a user-interface level I've been having problems imagining how to handle the cursor for such a situation.
That's all I can think of off the top of my head but I'll certainly let you know as I think of things

What were the minor fixes and cleanups in this update out of curioisyt?
I wouldn't be able to list them systematically... it's just stuff like disappearing or misaligned menu components, labeled a couple more sound effects in the config file, stuff like that.