Is this something that's only looking at enemies' unused stat bytes?
Because ATB uses at least one (maybe more?) unused stat byte of each player character.
Indeed it uses only enemy bytes, I'll give an example of what I mean...
Imp will use Random AI set 01, so his Magic Evasion in the editor will be set to 01.
Using the info. I've recorded down on my Evasion fix...
$03/90E9 9D 22 20 STA $2022,x[$7E:22A2] A:0001 X:0280 Y:0083 P:envMxdIzC - Store Magic Defense Multiplier into Monster's stats
$03/90EC AD 1D 29 LDA $291D [$7E:291D] A:0001 X:0280 Y:0083 P:envMxdIzC - Load Magical Evasion
$03/90EF 9D 24 20 STA $2024,x[$7E:22A4] A:0028 X:0280 Y:0083 P:envMxdIzC - Load Magical Evasion into Monster's stats (where Magical Defense Base will be)
$03/90F2 AD 1E 29 LDA $291E [$7E:291E] A:0028 X:0280 Y:0083 P:envMxdIzC - Load Magical Defense Base
$03/90F5 9D 24 20 STA $2024,x[$7E:22A4] A:0009 X:0280 Y:0083 P:envMxdIzC - Store Magical Defense Base over Magical Evasion
I just change...
$03/90EF 9D 24 20 STA $2024,x[$7E:22A4] A:0028 X:0280 Y:0083 P:envMxdIzC - Load Magical Evasion into Monster's stats (where Magical Defense Base will be)
To 9D3420 which will store Magical Evasion into Monster's Right Hand Quantity which is never looked at by the game and use that as an easy reference point for all monsters to find the AI Pattern they should be using when the routine calls for it.

Oh, I see. You're using that byte as well, thankfully you still have that old piece of code hanging there in the jump. So I can still change it without worrying, phew I was worried there for a second.