There's still more information to go thru.
$1,02,00 to $1,13,FF refers to enemy/player sprite formats.
$1,14,00 to $1,41,FF is where I found most useful information.
$1,42,00 to $1,81,FF is uncharted and probably has other information connecting to the player/enemy and command data.
$1,82,00 to $1,B5,6B is also uncharted for me.
$1,B5,6C to $1,ED,FF is reported as command pointers and subroutines.
&1,EE,00 to $2,01,FF is also uncharted for me.
My calculations are that every $0,80,00 (or every $0,40,00) has something to do with a specific area the game in the first $2,02,00 offsets.
The data jumps around a lot and will be confusing unless written or texted down.
Deathlike2
It would be an improvement over "ass Face".
The Main issue is that you only changed the the printed length of the text and spaces:
()()()()()()()() + Glass()Fa [8 spaces + 8 Letters]
The Expanded Printed Length wasn't properly wrapped in the print area for the line(s) so it looks like:
()()()()()()()() + ()()ass()Face [10 spaces + 10 Letters]
The Extra spaces got wrapped to the next part of the Printed Line.
129DE = BattleMenu, EnemyName, Space/CHR$ Print Length. --(A9) 08 [85 00] to 0A true.
The Printed Area Format is located in the headered address of the rom (I do believe it's the same for FFIV_J2E-Trans, and FF2us_v1.0) (I haven't Checkedthe HD/EZ versions yet)
B8042 = BattleMenu, Enemy Name/Count Position & Format?. (14 08) 1E BB [AA BE] to (18 08) 08 BB [A8 BE]
^shows 20 Prt Chr$ to ^shows 24 Prt Chr$
B8143 = BattleMenu, EnemyNameWindow, Print Frame Format. FD 74 1E BB 0A 00
B8145 = BattleMenu, EnemyNameWindow, Print Area. --1E BB to 08 BB
B8147 = BattleMenu, EnemyNameWindow, Print Length. --0A 00 to 0C 00
The 1E BB to 08 BB in the 2 fields are to change to memory field without changing the rest.
These will Expand the Printed and Max Print Areas
So It Should Look Like:
()()()()()()()()()()()() 12 Spaces
G l a s s () F a c e {}# 12 Letters Max Print Area
24
Got it yet? Hopefully easy, but I Still have to deal with that extra data being printed with the Expanded Print Window.
I'm still searching and will update the main code windows of the post when available information is found.
This much information took 7 months to figure out with lots of trials and too many errors.
*Note* Missing data for Enemy name printing length of array and area size. Enemy and Player names are in the $1,14,00 to $1,81,FF & $B,02,00 to $B,81,FF . When you change the Print Area, need to Change the Print Length/Wrap check and tweak other relational data(which is the hard parts to find and tweak).
It seems you found one of the Relation data (Print length/wrap check) and Print Area. that's the same problem I had with the Item Select/Equip menus where when I changed the Length of CHR to Print it wrapped the extra spaces over the next line and moved the count number over, then when changing the max length of name and number it moved the count number over more, so you got to find the total print of both lines and the number, not just the print out area. too much to go thru, but it'll be there.
Look for 08 to 0A (which you have done), 0A to 0C (the total length of the name and number)(possibly 2 set types), 14 to 18 (print area of both lines 2 x 0A to 0C)(@ $B,80,42 - 14 08 print area{0A spaces & 0A CHR} & max lines{2 lines each * 4 enemies}), and some other type of relational data that would move the name along the line or in the boxed two lines.
That name is "Glass Face" and is 0A long, right?, plus the 2 space used for enemy count number = 0C, by changing the window size data you can still have the name and numbers shown(and max area).
[spaces, letters, wrapping, printout, print area, window data].
Still searching.
For Player name, even if you change the sizes and arrays it will have overlaps from the next name even if you did find and change the memory of holding the names. this is because the menu uses the original format of names and not the extended format as would be easily found at $7,A9,10. If you know where the original format is then please assist/tell me. thanks.
The trouble is when I found 5 corresponding data routines such as [C9 05] and changed them and got wierd algorythm issues.
There's three C9 05 before the A9 05 .. A9 14 .. C0 07 routines, then one after, and one near the Spell Data A9 06.
This is why I didn't include them in the code sections of the findings.
Here's what the dilemma looks like:

In focus of the situation: the first picture does show the routine somewhat working, the second picture shows that it doesn't work completely, the third picture is what I get for moving things around without expanding other window data (the names and hpmax are under the invisible window borders[those are normal spaces and can be seen when you change the first window element for FF space to something else], it can be removed by expand the total print out routine).
For the multiple commands, usually you will get a multiple Fight command, and yes the commands do initiate fight, and if you parry or change row then your player will "act" like they're attacking something or themselves.