Like I said, I have no idea which is which, I was just going by what the default encounter sets appeared to be, which for me, 19 was appearing as monster set 1, whereas 35 was the first 0 I encountered in the list. Perhaps it bears further testing, maybe starting with a clean rom just in case you had made any other changes.
That was indeed the problem. A clean rom shows it as you described, 0's don't start until 35. By the way do we have a map of the 64 overworld parts anywhere to see what parts align with where?
Thanks, glad to hear it worked! Also depending on who you give it to and what period of the game they're in your party for, you may only have to put it on to a small subset of the monsters. Like for example, supposing the plot was otherwise left alone, say you gave it to Edward. Now you only have to change the monsters that Edward can possibly encounter. Now that I think about it that would actually be a neat ability for him. Rydia has the black magic to take advantage of the fire/ice/bolt weaknesses, and Cecil can take advantage of the Dark weakness. Once you pick up Rosa, she (or heck even Edward himself can put on a bow) can take advantage of air weakness... and the holy arrows for holy weakness. I think that covers all of them!
That's a solid idea, that section of the game would need a bit of a difficulty overhaul to make use of that, but I could see a replacement to Salve for Peer, and incorporating Yang's elemental claws in the Fabul Castle Siege could add a bit of strategy.
Thanks! I think I'll actually write out an itemized list of everything that needs to be done (not on the forum, just locally) and make an updated wish-list for things that I still don't know how to edit but would like to.
A lot has been found, but there's still much left to decipher. I'll see if I can't help with that.
Oh! By the way, before I forget, it's not exactly an error per se, but possibly an oversight. If you set another weapon to replace an existing arrow, you will receive a x10 for getting what was those arrows. The fix for this is in this post...
Alright! Well that ends the Arrow business. I found how to make treasure chests give multiples of items, that aren't arrows.
I found it by breakpointing on where the Arrows would appear in my inventory when picked up from a chest, back traced a little from there and found another C9 54 (Compare with 54) and there it was. An unintended consequence of this is that all Weapons are given a multiple of 10 from events. So there would be 10 Excaliburs for instance when you trade the Adamant Ore for the Excalibur (however then you can just have the Smithy's apprentice sell "repairs" to Excalibur, since it's not a quest item.
In addition is the amount that these are given.
In RAM at...
0x009824 - 54 (Change that to whatever value you would like so that when you collect that specific kind of item a multiple would appear in your inventory up until the Armor begins)
0x009828 - 0A (Change that to what you wish for the quantity of item from those sorts of items.)
In ROM at...
0x1A24 - 54
0x1A28 - 0A
Looks like there's no issue now with a Durability based FFIV.
If only finding the information on Two-handedness was this simple...
It was in a separate post from all of the other Arrow stuff so I can see how it was missed.

Let me phrase that a little better... If you change the starting point of arrows you will still receive a x10 Multiple, even if the intention was for the weapon to be changed to another weapon type all together (I'm not sure if the breakable bit is removed from moved Arrows)