Hmm, I just thought of a way of saving at least 8 NPC's in the Underworld and Events...
While recently playing through FFIV:DS I forgot how many useless Trap Doors were in the Sealed Cave, that is completely unnecessary in most respects. Because they each have to vanish they all count as different NPC slots. 15 NPC's, only a few are actually practical (though the scenario guide mentions that the TrapDoor's are mostly found in haunted mansions, which makes me wonder if that was the original plan for the Sealed Cave.)
Let's assume we get rid of all of the TrapDoor's blocking empty rooms (of which there were a lot more than I remembered...)
Sealed Cave 1F
Trap Door, 8,7 - 2nd Floor (3D)
Trap Door 25,22 - Treasure Room (3E)
Sealed Cave 2F
6,3 - (3F) - Empty Room
12,4 - (40) - Empty Room
Sealed Cave 3F
5,3 (41) - Ninja Star, Elixir
9,6 (42) - Empty Room
14,4 (43) - Empty Room
18,3 (44) - Ninja Star, Elixir Room
23, 6 (45) - Light Sword Room
29, 6 (46) - Empty Room
4, 26 (47) - Sealed Cave 4F
Sealed Cave 5F
22,11 (48) - Empty Room
25,25 (49) - Boxes Room
Sealed Cave 6F
3, 5 (4A) - Empty Room
Demon Wall Room
15, 3 (68) - Crystal Room.
And there you have it...
7 of the 15 Doors lead to Empty Rooms, that seems a bit excessive and we could easily cut down on those, which is something essential for Combat Boost at this point, along with using the Treasure Rooms for other maps.
So...
3F,40,42,43,46,48,4A are all of the Empty Room Trapdoors.
Hmm, maybe the event config should be updated to include these labels of what's behind the Trapdoors rather than the ambiguous hex that is used?