I honestly wonder if the Beastiary is actually connected to the game data... because it doesn't feel like I'm getting a drop worth a damn. I should look into this further but I think the game drops are different from the original and GBA versions. Killed 100+ Evil Dolls... not one Decoy drop.
Tower of Babil floor numbering seems different.. as the underground base starts at Floor B13 instead of Floor 1 from the underground side. I guess that matters if there was an elevator installed.
The treasure chests for the Ice Lance and Icebrand are swapped. The monsters attached to them are the ones you would expect from the treasure though (Icebrand has Chimeras summoned, Ice Lance has Stone Golems summoned).
Why the hell do you need to rename the Blizzard Spear/Lance to the Ice Lance? Is Blizzard too hard a word to comprehend?

Same treasure switch with the Ice Shield+Armor...
Dancing Dagger doesn't really feel the same in its look... I'm not a fan of the invisible dagger despite all the "swipes" it seems to make.
The Fire/Ice armor weakness seems to have been reinstated. I don't know why.
This weakness I am talking about is the one where Fire+Ice armor provide resistance to one, and weakness to the other.
If you have followed what I've said about weapon elementals in a different thread, despite the fact that the Protect Ring provides resistance to both Fire and Ice (and Lightning), the character is PHYSICALLY weak to Fire and Ice. When attacked (usually via Charm) with the Icebrand and/or Flame Sword, they will do a lot more damage than usual.
Jump does do critical hits, as noted before.
It is interesting that maxHP based damage attack's like the Flamebeast's Fire or whatever and the Chimera's Ice or whatever is now a combo of the original game and the GBA ports.
The original game allowed those attacks to miss, as it factored the Spell Multiplier (based on the monster's Magic stat) against the Magic Evasion Multiplier.
The GBA port forced those attacks to work, but more importantly reworked the Absorb property's healing.
The PSP port allows for the attacks to miss, but also retain the absorb damage property. TBH, I think the damage absorption has been reworked in the sense that it doesn't factor in magic evasion as I've explained in earlier posts that I've seen confused Spirits/Souls miss hitting zombies with Fire (haven't seen it vs skeletons, but I'm sure it would happen just the same), never seem to miss vs themselves. It's worth some exploration. Magic evasion is the reason why the Cursed Ring was made to cripple it (the Hero Shield kinda does the opposite to some degree).
I'm starting to find the real bug with the system is simply the drop probability, unless there's truly something wrong with the drop slots themselves.
Note: It's fine if people want to contribute to this thread, as long as it is related to the info gathering being done.

Dr. Lugae and his robot give EXP after battle.. which didn't happen originally. The EXP gain was normally limited to his weird form battle.
The platform that Rubicante uses to warp, doesn't seem to allow for further progression upwards... not that there were supposed to be anything worth looking at back there.
I swear it's either the emulator or US version ISO I'm using that refuses to play the Calcobrena music when the game calls for it... comparing to the Youtube vids of the game. I wonder...

Finally good to see Edge and the back row bit working... finally. The Boomerang allows whatever secondary weapon he equips to ignore row. Good stuff.
Dwarf Axe is back row compatible, which is a little known fact. Then again, the fact that it is thrown should be the dead giveaway... Surprisingly, it is not classified as a Wind elemental based weapon like Spears/Lances and Bow+Arrow attacks.
Strange related fact (I should test this for this version). Most lances/spears for Kain are wind elemental... the exceptions are Abel's Lance and the Blood Lance. One would think that is some sort of oversight, given how data was classified in the original...
Putting Charm/Confuse status on the Calco part of the dolls is useless, just like putting it on the Baron Generals on the storming of Fabul. There is literally no Charm script to be run, thus they continue to do what they normally do.
Maybe there is a bug in the game related to my settings. I use an Active ATB+Battle Speed of 1 (leaving message speed at the default of 3). Outside of known drops, I don't think I've really gotten any randomized drops... ever.