Speaking of which, is there a fix for this?
I think it has a lot to do with the animation code, but I could be wrong...
there's not a fix, and i don't think the bug is related to animation. rather, it's because when you have a dead Wall Ringer (for instance) at the start of battle, the game will try to set Reflect and Wound statuses at the same time. however, one of the "side effects" of Wound being set is to boot out other statuses -- including Reflect.
however, the game still sets Reflect immunity in an attempt to "lock in" Reflect status from your equipment (in this game, status immunities are 2-way). and because you don't have Reflect, the immunity will serve to lock you out of the status rather than into it.
iirc, the fix would require some revamping of the status-granting code, and it'd be tricky to avoid changing other status-granting behavior. one approach at the start of battle is to give characters their equipment-granted statuses, *then* give them their carried-in-from-outside-battle statuses (e.g. Wound). at one point, i was thinking about adding an extra call to C2/4391 in function C2/27A8, or splitting off part of C2/27A8 into its own function so i could call it twice.. foggy on how it'd work.
there's something about a death status that requires some extra checks to be done, and that stuff has been carried over in FF6A (although, the bug you mentioned is fixed in FF6A anyways.. Life and Fenix Downs behave the same there)
how can you tell that Life and Fenix Downs behave the same on FF6A, given the Inn/Tent/etc related bug is fixed? or were you testing this using the "Death, Petrify, and Zombie lose permanent status beginning battle, but not immunity" bug?