or are you saying you think that "regen/poison/condemned timer/etc." should pause even on the entity who has Quick?
Someone could make the argument for that, but the way I see it, the entity under Quick should be considered in a 'time bubble' of their own. Everything outside the bubble is stopped (all timers, ATBs, etc.). For the one inside the bubble, timers should continue to run. Nothing else should get an attack in unless it is one of the monster counters that specifically executes in the case of Quick.
Quick's effect should end once the player puts in the second command. It should also end if the Quick-active user were to die within their bubble (maybe they are poisoned or suicidal). And of course if the battle ends due to the death of the opposing party, the Quick effect should end.
When it comes to chaining of turns with X-Magic, it sounds like you may have found a solution that brings it under control. Of course it needs a bit more testing, but so far so good.
When it comes to a Quick-user using Smoke Bomb and stranding their mid-air comrades, I can see how that would fail in my above list. The Q-user didn't die, so the bubble didn't pop. The battle hasn't ended, so the bubble didn't pop, and the second command hasn't been entered, so the bubble didn't pop.
To fix it, I'd modify the statement above:
Quick's effect should end once the player puts in the second command.
It should also end if the Quick-active user were to die
(or escape or otherwise become untargettable) within their bubble (maybe they are poisoned or suicidal).
And of course if the battle ends due to the death of the opposing party, the Quick effect should end.
The problem with this modified statement is that the Q-user could themselves jump on their first turn. The check for a missing Q-user should not actually take place until the Q-user has an action that executes. If it's Jump's takeoff, then don't kill the quick effect yet. If it's poison/seizure/condenmed-Doom etc. ticking, then check if the user is still alive before killing the quick effect, and if they're alive, don't kill the effect...
Ok, I seem to be making this a bit harder than it has to be. Let's see if we can simplify this logic somewhat...
EDIT:
Yep, mainly due to regen. If you can be there regenerating with everyone else stopped... that sounds like a exploit to me. The poison/condemned thing is another story, but I like to think that everything is waiting for you when you are using Quick.
While that does sound like a bit of an exploit to me as well, I can't imagine a scenario where you'd actually want to allow one through and not the other. Maybe it would be best to just stop all the auto-executing stuff during Quick, for consistency and to eliminate one source of Quick-popping activity.