I had some notes on set target, although I don't remember how I got these in the first place:
fd f3 XX XX - set target
note: ally refers to player, enemy refers to monster
00 F0 - target bartz
01 F0 - target lenna
02 F0 - target galuf
03 F0 - target faris
04 F0 - target krile?
06 F0 - single enemy in front row
0D F0 - target self
0E F0 - all enemies, not self
0F F0 - all enemies
10 F0 - single enemy, not self
18 F0 - target single woman
19 F0 - target single man
1B F0 - single ally
1C F0 - all allies
1D F0 - target single enemy with wall
22 F0 - target single ally
23 F0 - target all allies
24 f0 - target single ally (with wall?)
25 F0 - target all dead enemies
26 F0 - target single enemy
27 F0 - target enkidu
28 F0 - target bartz
29 F0 - target lenna
2A F0 - target faris
2B F0 - target galuf
2C F0 - target krile
2d F0 - target previous attacker (last action)
2e 00 - target dead ally?
5. Really no time for reading ASM of 6502, besides I'm so rusty ... haven't used it for 10+ years. Is it safe to assume that F9 is kinda of trigger to save that certain battles have already occurred?
Yes, I didn't actually figure out what the values mean but they raise event flags.
9. Since Condition 06 & 07 are identical in syntax, what is the internal difference?
They read different areas of RAM in their decision script. I don't know what data it reads but there are two points where they differ. The first one reads the byte at 0201EE50, 0201EE57, 0201EEE4, 0201EEEB, 0201EF78, 0201EF7F, 0201F00C, 0201F013 depending on the attacker (each pair is one of the player slots), the other one reads the byte that immediately follows the ones listed. The offsets are for FFVA (US).
The offsets are located in the area of RAM the game uses to track in-battle data for the player characters:
0201EDFC - Slot 1
0201EE90 - Slot 2
0201EF24 - Slot 3
0201EFB8 - slot 4
the specific area is used to record player actions, but the actual byte read is still a mystery.