Aha!
Found the hidden ATB gauge.
Turns out the Bab-il docs are wrong, or at least incomplete. They say that the data at 2A04-2A2A is "status duration data for each slot," and that 2A2B-???? is "poison data."
Well, some of this might be true, but here is what I've found out for sure...
Beginning at 2A05, there are 15 (hex)-byte records for each battle participant (beginning with the five party slots, then on to monsters). Byte 02 of this record counts down until it is time for the character/monster to do something. This counts for when he/she/it is ready to take a turn, or if casting, when he/she is ready to cast the spell. Everybody's timer counts down at the same rate, and the beginning number is higher depending on relative speed (or, presumably, casting duration of the spell).
More research and testing is needed before I can say that I can use this info in custom commands to force or delay an individual's turn, but it is definitely possible to do so by hand with Geiger's.
Also, byte 04 has something to do with what the character is doing during that wait. 80 is "waiting for command." 00 is either "defend," or simply "waiting for next turn." It seems having bit 0 set freezes the timer altogether, thus making the character unable to take a turn (which does not freeze the game, but appears to be permanent through the end of the battle.
Interesting stuff...