I believe avalanche is documenting vanilla commands used by FF4's AI scripts. So FFHackster probably already does this, but figuring out how the command is read by the game code is useful in and of itself.
For me, seeing how the AI script format differs between the SNES and other versions is always intriguing. For instance in the Wonderswan/GBA versions, monsters have their own conditional flags, and adding to or subtracting from the flag byte is not possible - only 'set' is supported. Or at least I haven't seen anything else.