Good evening, fellas!
I made big progresses in my mod. Actually, I am so far that I dared to open this very thread.

There is not much work left, however, I can't say that the release date will be very soon. I'll explain in the last paragraph.
The working title is "Final Fantasy V Xardas Edition" (very original, I know

), in short FFVX.
I wanted to name it something like "FFV Rebalance", but there already is a mod called "FF5 Remake", so I was not sure about that name.
This is going to be a place where I post some concrete stuff about the changes.
After release, this should become a Q&A-thread.
Before I tell you more about my mod, some other things have to be said. First of all, I have bad news for every fan of ZSNES. Due to an emulation bug, ZSNES exposes secret passages in FFV by coloring the lefternmost secret passage tile with a different shade of black without using the "Passages" ability. I recommend another emulator, eg. Snes9x, since it does not have this bug. I actually noticed the bug when I played FFV on ZSNES for the first time. However, it was no big deal for me as I played the Anthology version first, so I already knew all passages. But in this case, that's probably not in your interest as secret passages are edited in this mod.
Secondly, I have some information about targeting offsets in Enemy AI scripts. I think some of you already know this, but since I did not find it neither here
http://slickproductions.org/slickwiki/index.php/Jorgur:FF5_AI_scripts#Codesnor in Squall's FFViewer (Yes, that bad pun was intentional^^), I think it's better to shout this info out:
12 means "All Characters in front row"
13 means "All characters in back row"
I realized that Shiva targets characters with her Ice2 only this way in my first playthrough, actually. And as I was looking up her AI via Squall's Viewer, I realized that those values have the said effect.
"Enough of your babbling dude, what have done already?"
First of all, I did not start with a fresh RPGe translated mod. My base already contained patches dony by other people. At this place, I want to thank Instructrtrepe, Grond and 13375K31C43R for their patches. Cheers also to samurai goroh, Squall and noisecross for their wonderful programs which helped a lot.

Also, thank you Jorgur, Squall, LightPhoenix, noisecross and Praetarius5018 for helping me by sharing knowledge and answering my questions.
The following patches are already implied:
Fractional M + alternate Knife Parameter, Power Drink bugfix, Kiss of Blessing bugfix, Observe bugfix, Butz' Blue Mage sprite bugfix, Two Galufs bugfix, Faster death animation, Landing Bugfix
Here is a short extract about my additional edits:
BATTLE:
-Enemies' stats beefed up
Rather than blindly raising all the stats and immunities, I tried to be reasonable here. You won't see lightweights with 50 Defense or big monsters with 60 Evasion.
-Enemy formations changed
"Easy" enemy formations (eg. 1 Goblin or 1 Lyacon) were either made more difficult by adding more monsters, or entirely cut out.
Since I was able cut out some enemy formations, I managed to build some new Monster-in-a-box formations. Have fun! ;)
[...]
CHARACTERS
-Character stats changed
The differences between the characters are higher. For example, you might think about giving Knight Lenna a magic command while thinking twice before giving Knight Butz one of those.
-Job stats changed
-Ability stat bonuses lowered
Ex.: A mage with "Brawl" is now by far not as strong as a Monk. The magic power of a warrior with "White LV6" will not be as good as the one of a White Mage as well.
-Field messages altered
Almost everything regarding the House of Beginners in both World 1 and 3 is re-interpreted
Alternative story regarding Enuo and the 12 Legendary Weapons
A couple of townspeople and scholars now give some (different) advise
[...]
EQUIPMENT
-New data and/or names for almost every piece of equipment
-Harps now additionally deal damage before casting their pathetic spells
-6 New weapons
-9 New armors/accessories
-Armor types altered
-Dancer Gear and Chemist Gear abolished
-Some new Icons for equipment
[...]
MAPS
-A couple of treasures moved
-Treasure content altered
-Secret passages altered
-Some changes on the surfaces of World 1 and 3
Some of them are just cosmetic, others not only cosmetic
Eg. The Pirate Bay now is really hidden
MAGIC, COMMANDS, ITEMS
-Songs now do cost MP
-Black Shock/Dark Spark now causes Sap/Seizure.
It will still display "Level halved", but that's not happening. Please ignore this for now. I try to fix this.
-Some Mixes changed (mostly nerfed)
-Tonic (Potion) now heals 70HP in battle
And I am almost done with the Readme. This extract is straight copied from it^^
"Doesn't sound bad. So do you have any pics yet??"
Well, I don't have any interesting pics yet, because I never actually did one full playthrough. The farthest I went was until the point where you get the first jobs

. Whenever I wanted to test something crucial in another area, I just loaded a save. And even before a playthrough, I already discovered some mistakes I already made. So I need that playthrough to find all of them, hopefully ;). Besides, the following things have to be done too:
-Adjusting shop prizes
-Adjusting Enemies' HP, Exp, Gil and Battle ABP
-Adjusting Enemies' stats again as it is not tested in practice yet.
That's why I said not much to be done, but it will take some time.
But don't worry - I'm going to post screenshots during my playthrough. Maybe I'll upload a teaser vid on Youtube, who knows.
Stay tuned, mates!