Because Evasion is seriously out of balance in FFIV, I did what I could to rebalance that aspect of the game. I removed part of the accuracy divisor when attacking the backrow. This means that this character will no longer have stupid amounts of dodging and damage reduction for being in the backrow. By removing this it also seems as if the damage done to the back row is minimal to normal. Which... I wasn't expecting, but it works well enough for my purposes. This means that the backrow is no longer a haven for armored characters to stay safe and there should be a new tension for characters you would normally place in the backrow.
$03/C55A AD 81 26 LDA $2681 [$7E:2681] A:0080 X:0000 Y:0003 P:eNvMxdizc - Load Caster's class/row/Long Range
$03/C55D 29 20 AND #$20 A:0080 X:0000 Y:0003 P:eNvMxdizc - Is it Long Range?
$03/C55F D0 0A BNE $0A [$C56B] A:0000 X:0000 Y:0003 P:envMxdiZc - If so branch to 03C56B.
$03/C561 AD 85 26 LDA $2685 [$7E:2685] A:0000 X:0000 Y:0003 P:envMxdiZc - Load Caster's Status Byte 3.
$03/C564 29 02 AND #$02 A:0000 X:0000 Y:0003 P:envMxdiZc - Is it Jump?
$03/C566 D0 03 BNE $03 [$C56B] A:0000 X:0000 Y:0003 P:envMxdiZc - If so branch to 03C56B.
$03/C568 4E F8 38 LSR $38F8 [$7E:38F8] A:0000 X:0000 Y:0003 P:envMxdiZc - Divide Accuracy by 2.
To...
$03/C55A AD 81 26 LDA $2681 [$7E:2681] A:0080 X:0000 Y:0003 P:eNvMxdizc - Load Caster's class/row/Long Range
$03/C55D 29 20 AND #$20 A:0080 X:0000 Y:0003 P:eNvMxdizc - Is it Long Range?
$03/C55F D0 0A BNE $0A [$C56B] A:0000 X:0000 Y:0003 P:envMxdiZc - If so branch to 03C56B.
$03/C561 AD 85 26 LDA $2685 [$7E:2685] A:0000 X:0000 Y:0003 P:envMxdiZc - Load Caster's Status Byte 3.
$03/C564 29 02 AND #$02 A:0000 X:0000 Y:0003 P:envMxdiZc - Is it Jump?
$03/C566 D0 03 BNE $03 [$C56B] A:0000 X:0000 Y:0003 P:envMxdiZc - If so branch to 03C56B.
$03/C568 EA EA EA NOP (x3)
My mod is coming along beautifully. I only need to change a couple more things in coding, then the big task of making all the monsters more difficult will become the forefront of the mod. After all, all these new abilities should have something of equal value to fight. So far I have up through the Mist Cave balanced. And it looks pretty good so far. There is a "high risk, high reward" mentality with each battle. Enemies are more difficult than they ever were, but in this difficulty comes the opportunity for great amounts of Exp. and their completely altered drop tables makes each battle a (hopefully) exciting encounter until the end. Granted at the start you can probably just use Dark Omen a bunch then heal up at the Inn to gain some quick and easy Exp.

I made another change to the basic battle system, I noticed that while my Calcify to Imbued Weapons worked wonderfully, it still didn't work on bosses, so I went through my Fight notes, found that important piece, and changed it to a different value...
$03/C855 20 97 C9 JSR $C997 [$03:C997] A:0001 X:0680 Y:001A P:envMxdizC - Jump out of Routine (Appears to be Random Number Generator)
$03/C858 AD FD 38 LDA $38FD [$7E:38FD] A:0039 X:0000 Y:0000 P:envMxdiZc - Looks to load a random number likely generated from the previous routine.
$03/C85B F0 C9 BEQ $C9 [$C826] A:0001 X:0000 Y:0000 P:envMxdizc - If it is 1 or higher it is considered a successful check/pass.
$03/C85D AD 70 27 LDA $2770 [$7E:2770] A:0001 X:0000 Y:0000 P:envMxdizc - Load Target's Level/Boss Bit.
$03/C860 30 C4 BMI $C4 [$C826] A:0005 X:0000 Y:0000 P:envMxdizc - Break if Minus (meaning that the Boss Bit is an 80) and branch to 03C826.
$03/C862 AD 9E 26 LDA $269E [$7E:269E] A:0005 X:0000 Y:0000 P:envMxdizc - Load Caster's Status Inflict Byte 1.
$03/C865 8D 08 39 STA $3908 [$7E:3908] A:0002 X:0000 Y:0000 P:envMxdizc - Store A in 7E3908.
To...
$03/C855 20 97 C9 JSR $C997 [$03:C997] A:0001 X:0680 Y:001A P:envMxdizC - Jump out of Routine (Appears to be Random Number Generator)
$03/C858 AD FD 38 LDA $38FD [$7E:38FD] A:0039 X:0000 Y:0000 P:envMxdiZc - Looks to load a random number likely generated from the previous routine.
$03/C85B F0 C9 BEQ $C9 [$C826] A:0001 X:0000 Y:0000 P:envMxdizc - If it is 1 or higher it is considered a successful check/pass.
$03/C85D AD 19 27 LDA $2719 [$7E:2719] A:0001 X:0000 Y:0000 P:envMxdizc - Load Target's Attack Elemental
$03/C860 30 C4 BMI $C4 [$C826] A:0005 X:0000 Y:0000 P:envMxdizc - Break if Minus (meaning that the Immune bit is triggered) and branch to 03C826.
$03/C862 AD 9E 26 LDA $269E [$7E:269E] A:0005 X:0000 Y:0000 P:envMxdizc - Load Caster's Status Inflict Byte 1.
$03/C865 8D 08 39 STA $3908 [$7E:3908] A:0002 X:0000 Y:0000 P:envMxdizc - Store A in 7E3908.
So I can decide which foes I want immune to Imbued Weapons that doesn't rely solely on the Boss Bit.