Haha! Did I really say Backspace, again? Yes, I meant Escape.
Also I have noticed that you added a Lot more Drop Index tables than there were in the normal game. I can only assume that this is actually other data that shouldn't be changed?
Do we know what follows directly after the Drop Index? If the data is inconsequential that means that it might be able to be used, in theory. Though there is a lot of interesting stuff there by default which add quite a bit more variety to drops even if they aren't changed. So while you may want to add a warning about changing the index past a certain value, I do not think that you should limit the number of available Drop Indexes, there's some neat stuff in there that don't necessarily need to be changed to be effective.
This Template system you have set up is Fantastic!
Now what are "units"? I can't quite wrap my head around those. I don't recall there ever being enough monsters to have 26 units, nor do Character's go up to that amount.
I'm having a blast with these AI modifiers.
It seems that the AI in monsters can successfully kick, dealing damage to all characters, only problem is that it moves all of the monster sprites up, rather than one, so it could only really be used when there's one monster remaining.
Monster AI Capabilities - Character Commands -
Fight - Yes
Item - ?Yes? (When an enemy uses the "Item" command, the game seems to assume it is using some sort of Weak effect and it places characters it targets into critical with single-digit HP)
White - No
Black - No
Call - No (Massive Crash)
Dark Wave - Yes (Appears to work. Unsure about HP reduction though.)
Jump - Yes (Enemies can use Jump, but like Kick it will show all of the formation jumping up and coming down. Best to be used on single enemy formations or set the AI to use it when there is a single enemy left.
Recall - No (May perhaps need a team with MP, when an enemy uses Recall the targeted character will do their "special pose" but nothing will happen, but since this was tested with a magicless Kain and Cecil it may do something if the targeted character in question had magic)
Sing - No (When an enemy uses Sing, the target will go into a casting stance, but can no longer act and the game will softlock when that character's turn comes around.)
Hide - No (When an enemy uses Hide, it will cause one character to "run away" (instantly killing him somehow) and the other character to drop dead on the spot causing an instant game over.
Salve - ?Yes? (When an enemy uses Salve it will use up Exactly one of your assigned items for Salve, it doesn't recover as far as I could tell and I don't believe it was healing Cecil or Kain.)
Pray - No (When an enemy uses Pray it will cause the targeted character to raise his hand as if using an item, no HP is recovered on either side it would appear.)
Addendum - If you have the enemy target itself with Prayer it will Appear to work, It will recover HP based on its internal magic Spell Power and will only work half of the time, unfortunately though it's all just graphical representation. They are not actually healed any amount.
Aim - No (As above, with what it shows. Except it will show the character flinching as if hit, no damage is taken)
Focus - No (The enemy will just keep on using Focus, never attacking, oddly enough though when it was used Kain appeared to Cover Cecil as if he was a Paladin.)
Kick - Yes (The enemy formation will move as if kicking and reset back to its normal position. It is best to use this with only a single enemy.)
Gird - Yes (Tell the enemy to target itself with Gird and it works perfectly. It casts Protect without any complications and the damage dealt by characters is significantly lowered over time. This is also the first command that actually appeared with a message for enemies.)
Twin - No (The enemy will continue to rapid cast Twin while the character in the First Position will be stuck in a casting pose, the AI will not move onto its next instructions and will only continue to cast Twin.)
Boast - No (No discernable difference when the enemy used the command other than a character going into a special pose.
Cry - No (As above.)
Cover - No (Doesn't appear to do anything)
Peep - No (Doesn't appear to do anything, surprisingly. Then again there is something special about Cid's Peep which differentiates it from the spell. What that something is, we have never been able to determine.)
Crash - Yes (Crashes the game)
Dart - No
Sneak - No
Ninja - No (Game Crash)
Regen - No (As with Twin the enemies enter into a rapid cast and that's that.)
So enemies can use Dark Wave, Jump, Kick, and Gird, can use Salve to steal the chosen item, and the rest are basically not an applicable option. It was an interesting look at it though.

How is Sprite Changing supposed to work? It's an interesting idea but the game uses it quite sparingly to actually say what it is supposed to do. Also it seems as if you change the default Charm into "attack enemy" instead of a specialized one for each type of monster there would be a lot of extra AI sequences to add.