Well, I've come across an interesting realization...
The game only supports 23 (Hex) Commands by default because that is the length of the table. What is interesting about this is that the name table for the commands supports a whopping 1C extra support for Command names! (Not including commands that are used by the game but are not named such as Jump''s Return/Focus' Attack/Twincast Success/
If we could relocate the Command Table we could increase the amount of available commands to a much improved 3F (Decimal 63!) That is up from the default 1D (Decimal 29)
I see no reason not to try my hand at it. If it succeeds that means in combination with my Battle Command Switch Event we could have a much more robust Command system than the original FFIV had.
This would also mean that we'd have to change the locations of the Command Stances, but since they take up only one byte that shouldn't be too difficult.
...
Pointers - Check
Targeting - Check
Timers - Yet to do
Monster AI Bypass Routine - In progress
I'm making good progress, the last hurdle thus far has been the Monster AI Bypass. The game only ever intends the player to use commands from C0-E7, after which the command bytes take on Monster Parameters, for instance if I set my Command to 31 and use it, despite what formula it may have, it will still display a message because of the correlation with the Monster Parameters. My objective now is to force that information to JMP to a new section of data where I can create a conditional on whether a character or a monster is accessing that command (because players never use monster commands and monsters don't use anything else aside from fight.)

Grr... After several hours of trying to make a workaround there is just too much linked into the position (animations are the big part) to go beyond the sponsored 27 line. So while I was able to set aside a new section for the pointers, stances, and targeting I couldn't actually use the expanded data in any meaningful way. Despite coming so close, I am afraid this experiment was a failure.
Here is the information for anyone if they'd like to give it a shot. Maybe I'm missing something really simple.
Location of Command Pointers
08B850
(Change 03B160 to BF 50 BA 08) - New Location of Command Pointers
(Change 02B201 to BF 00 BB 08) - New Location of Command Stances
(Change 038BB3 to BF 80 BB 08) - New Location of Command Targets
Bah, hopefully my next experiment will be more fruitful.

Important Note
The bank that the Command Routines are stored is not deadset to 03.
Purely because of...
03/B160 BF 50 BA 08 LDA $08BA50,x[$08:BA86] A:0036 X:0036 Y:0000 P:envMxdizc
$03/B160 BF 50 BA 08 LDA $08BA50,x[$08:BAA0] A:0050 X:0050 Y:0000 P:envMxdizc
$03/B164 85 80 STA $80 [$00:0080] A:0052 X:0050 Y:0000 P:envMxdizc
$03/B166 BF 51 BA 08 LDA $08BA51,x[$08:BAA1] A:0052 X:0050 Y:0000 P:envMxdizc
$03/B16A 85 81 STA $81 [$00:0081] A:00E8 X:0050 Y:0000 P:eNvMxdizc
$03/B16C A9 03 LDA #$03 A:00E8 X:0050 Y:0000 P:eNvMxdizc$03/B16E 85 82 STA $82 [$00:0082] A:0003 X:0050 Y:0000 P:envMxdizc
Does it look in Bank 3. We could technically move all of those to a more space-friendly bank if eventually desired.

E8-EF despite being AI Orders don't appear to react strangely like anything above F0 tends to do. So if I can get this working right I can at least get us 2F slots, rather than 1C. While a hit to the thought, it's better than abandoning the idea all together. The oddity in graphics mean very little if the new Commands they have include a couple of Audiovisual Cues of their own.