couple of things... well, one long thing...
It doesn't look like ff4kster enables you to alter the second byte of map properties (the "map index").
This, to me, is possibly the most useful property of a map to be able to edit.
Example 1:
Let's say I want to repopulate Eblan Castle. Well, it's easy enough to put the NPCs in the castle, but Eblan has no Bank 2 (well, only one per map anyway), so the only way to make them speak is to waste events.
BUT, by repopulating Eblan, maybe I wouldn't need Cave Eblana inhabited anymore...
SO, in the second byte of map properties for Cave Eblana B2F ("Cave Eblan Settlement" in ff4kster, map C8), which has 10 Bank 2 messages, I change the C8 to 5E.
NOW, when the game is called upon to put the player in Cave Eblana B2F, the player winds up in Eblan Castle 1F.
VOILA! I have NPCs in Eblan 1F that use the Bank 2 messages from Cave Eblana B2F.
Example 2:
Let's say I want multiple locations that look identical. I only have to program the tile layout of this location once, then I can make multiple maps reference it by way of the second byte. I think the game does this with the sealed cave, and possibly with a chocobo forest or two (though I could be wrong...).
Come to think of it, this almost definitely has something to do with the use of the "underground" byte as well...