1) i like the Steal/Capture idea of having an enemy go into a frenzy if you steal their prized item. it'd be nice to have enemies actually be aware of what they're carrying for a change. as it is now, they don't seem to know they have the items, let alone care when you pilfer them. :) and do monsters dedicate a limb to holding this equipment, or is it accidentally adhered to them by tar or brambles or something?
the difficulty i see here is: does the conventional Steal/Capture counter trigger on any attempted steal, and not just successful ones? if so, you'd have to supplement it with a custom FC command where the enemy calls new code that reads its Stealable item slots.
2) also in the Steal area, i never quite understood why a foe's Stealable items and Winnable items could have no intersection whatsoever. Square means to tell us that if you fail to steal that Iron Helmet from an enemy during battle, you'll never have a chance of winning it, but can net a Blizzard instead? does the first item get flung into a faraway land as you deal the last strike on the monster? or does the enemy undergo a chemical change upon expiration that causes its possessions to change? i'm interested in any rationale people can come up with, since it doesn't make much sense to me.
a simple way to address this could be to merge the Stealable and Winnable items into a common 4 slots, which could both be accessed in either circumstance. and instead of 7/8 and 1/8 probabilities, maybe 4/8, 3/8, 2/8, and 1/8? or since 50% is a bit much for one item, and a hack might want to give foes an elusive item, use the Dance probabilites of 7/16, 6/16, 2/16, and 1/16? (maybe tweaking the middle two to 5/16 and 3/16, depending on your goals.)
now, merging these two categories could limit the uniqueness of Steal, and arguably reduce challenge, as you get two "cracks" at a desired item. so maybe i should just suspend my disbelief and pretend a fallen enemy can somehow make one item disappear, and another take its place.. :/