A lot of these improvements come from my own experience of now actually using the editor for a large scale hack rather than just poking around with basic functionality testing. 
That is always a good way to choose how to program. Ah yes, another suggestion I may make. A drop down menu in the Triggers for the items would greatly simplify setting treasure. I do like that you have the Chest Battle formations now show up as their formations (and through this it becomes clear how many treasure encounter spots they didn't use)
This will be fixed in the next update.
It has, and it will probably get fixed once I get to the moon portion of my hack ^_^
It even knows if you've changed maps within an event!

[/quote]
Excellent, glad to see that those are being looked at and the map changing showing the further NPC's is a nice little bit of functionality.
Actually the "Disable if:" looks at permanent statuses (blind, mute, pig, etc) while the "Or:" looks at temporary statuses (calcify, stun, float, etc). I was not aware there was a 3 status limit. Currently the editor lets you put all 16 on if you like. Mind you I haven't tried seeing what behaviour that results in when applied to an actual rom but it seemed possible at the time so I did it ^_^
That... would make sense. I assumed that it was just three statuses per part since that's all the game uses, on second thought I have no idea why I would think that though.
I did not even consider the temporary statuses being able to prevent Commands, having forgotten all about Kick being disabled if Floating.
Thanks so much! And thanks for making that if patch (and going through the excruciating trouble of trying to explain how it works
) Is there any functionality to the other part of that patch (the "continue if party dead" part) that needs reflecting in the editor?
Ah, don't feel bad. As I said, in the end even I was starting to become confused by the very routine I had made, haha!
As for other functionality... Not that I can think of, maybe If they choose "00"(Which in the editor would be for the flag number of "Opening Complete" (since it's not actually used for that section of the routine) maybe change the name of the Instruction to reflect "If Party is Dead/Petrified jump to next Event". That's all I can think of.
Well today, (mainly after work) I will try to look into the "Change Character Graphic" to give it more universal use (rather than that Awful, awful system of "If character isn't in the party, than freak out."