OK, this still isn't complete, but I've got a lot more info here.
(in ROM w/header)
689f0-68a11: 2 byte pointers to summoned monster graphics (add pointer value to D0000 in SNES LoROM, or to 60200 in ROM)
6F460-6F481: 2 byte pointers to summoned monster sprite arrangement (add pointer value to D0000 in SNES LoROM, or to 60200 in ROM)
6F482-6F846: Summoned monster sprite arrangement data, each arrangement terminated by FF. Rows of sprites are numbered 0-7 in the tens place, each sprite within the row is numbered in the ones place beginning at 0 until the next row is reached. If a sprite space is left empty, add 80 (Hex) to the value.
So:
80 01 02 03 04 05 86 10 11 92 13 94 15 16 20 21
22 23 24 25 26 30 B1 32 33 34 B5 36 40 41 C2 C3
C4 45 46 D0 51 52 53 54 55 D6 FFWould look like this (where X is a sprite and a space is not):
XXXXX
XX X XX
XXXXXXX
X XXX X
XX XX
XXXXXIf the summon is animated, the configuration of the alternating sprites follows the first configuration, using numbers in the ones place where the original configuration left off.
So:
80 01 02 03 04 05 86 10 11 92 13 94 15 16 20 21
22 23 24 25 26 30 B1 32 33 34 B5 36 40 41 C2 C3
C4 45 46 D0 51 52 53 54 55 D6 37 38 B9 BA BB 3C
3D 47 C8 49 4A 4B CC 4D FFWould Switch between these two arrangemnets (where O is a sprite that has changed):
XXXXX XXXXX
XX X XX XX X XX
XXXXXXX AND XXXXXXX
X XXX X OO OO
XX XX O OOO O
XXXXX XXXXX 
those sample arrangements are supposed to look like crude smiley faces, btw. It looks fine on my computer, but my tablet changes the font and it doesn't translate well. Sorry if they look weird.
There is a TON of unused space at 6EA20-6F45F and a sizeable block at 68448-688C7. Both can be pointed to for graphical data or tile arrangements if you want to get creative!
Up next - I'm gonna see if I can figure out how the game actually controls the sprite changes (how does it flutter like sylph, make one change like Shiva, among many others, rotate between three images like Asura?)

Ugh. Once the initial image of the summoned monster is displayed, some really complicated stuff starts happening. Not sure I'll be deciphering the animation control process anytime soon.
Also, I'll be looking again at the palettes. I wasn't paying very close attention the first time around, but I'm beginning to wonder if maybe the summons have their own palettes, separate from those used for (enemy) monsters (which, of course, would be ideal)