Worked like a charm!
I think what I might do is expand my "protect/shell patch" to instead be a "spell routine patch" that fixes various spell routines and/or makes them more customizable for hackers.
I rather like the sound of this. Now if only we could fix whatever is wrong with the Gradual Petrify routine... it's strange, but Spells that Gradually Petrify actually work when the player uses them on an enemy, it's only when Gradual Petrify is inflicted from a normal attack that problems start to appear.
Maybe I should write out some improvements I feel should be made for the routines and start tackling them one by one... let's see here...
Status Ailment Routines
If possibly I would love to somehow add the tags of "Guard!" when an enemy resists an ailment, rather than "Miss" I always hated that about older FF games, how am I to actually know what an enemy is vulnerable to if you tell me Miss most of the time? A simple solution would be a JSR to roughly 10 bytes somewhere which would put a "Guarded against Ailment!" message. Another, cleaner way to go about it may be to somehow change the color of "Miss!" to Green, to signify a Guarded Ailment.
Magic Damage Routines
There may also be a way to throw in Elemental Boosting as well. In vanilla FFIV unfortunately the main three elements mainly become rather useless when you have access to things like Leviathan, Flare, and Bahamut. This would give them continued use (not too powerful I'd imagine though)
Damage, Sap
Ugh... what a poorly programmed waste of space. Was one of the first routines to get the axe in Combat Boost, however there are some intriguing things that could be done with it, and I've already recorded the ways to increase Sap's timer so there is always that I suppose.
HP Healing
I've done everything I wanted with this by getting rid of the useless Cure 4 Check and throwing in an Item Lore like functionality.
As Avalanche has pointed out it would be nice to have all of the Status Routines in a single routine... but I'm not sure logically how to do that. We also need to figure out why Poison resistance doesn't actually work for monsters.
Reflect Needs to be accounted for in Counters. We need to find someway to make that happen. My thought is because it doesn't directly target a foe that their counters don't go off because of it.
Life... oy... well I think I've already given PinkPuff the tools to make that a decent idea for a routine. Vitality x5 was such a silly idea in the first place.
I have been mulling over in my head a way to make Protect and Shell into two new statuses that give +25% Defense and Magic Defense when applied (I like the idea of incremental increase as well, which is what I emphasized for Combat Boost, but that's only because they're free songs) The only issue is of course the changing of gear which resets that, but I don't think that's too big of a deal if people know that will reset their defenses.
Sylph... what to do with this? We'd need to basically rewrite it. Maybe make it more universal and not just "Adult Rydia" and have it cost MP.
Count - Another terribly convoluted status. I'd really like it for players to be have it in the same vein as Gradual Petrify but there's some sort of timer problem we can't explain yet.
Attack Based on Physical Power - Ideally I would change the default Magic Routine to do a special look for Physical skills that take Strength, Agility, and Vitality into account so there can be a greater use of skills that involve more than powering up Wisdom and Will.
Those are all the ideas I can think of for the moment.