Updated yet again! This time Boast parameters, as well as the magic ranges in the above post, but they have been put into the Features Editor section rather than the Command Editor. Also I have not incorporated the "stat to cast magic with". If there is significant demand for this feature then I will put it in, after all it is always fun to be able to toy with things and that's what the editor is about anyway, but I've also established a sort of fuzziness with certain things for the sake of reducing the amount of detail the user needs to know about the inner workings of the ROM in order to use FF4kster to achieve the effects they're expecting.
For example, when you change the "Key Items" range, it affects whether they get highlighted as key items, whether they can be dropped, etc. all at once, even though we know how to manipulate all those features indpendently. This is because I'm running under the assumption that, the vast majority of the time, when you want to change something into (or out of) being a key item, you want all those features to change. The white magic animation and white magic stat ranges have been lumped together for the same reason, and unless there is significant demand otherwise I think I'll leave the magic stats alone, especially since they need to be one apart from each other. It would be unlikely to occur to someone that changing white magic to using VIT would cause black magic to change to using AGI as a side effect, and would probably find such behaviour confusing. So, that coupled with the low probability that someone would want to change the magic stats anyway led me to decide to leave that out for now.
A new update already? You are on a roll! I'll try to add some more parameters to this post.
Haha, your reasoning behind not changing the magic stat decider is well thought out. It would be too complicated without additional explanations (and it seems so few people read the readme that it could cause problems. Not to mention it seems pretty rare that someone would want to change Magic from Wisdom/Will to... Equipped Weapon, or something rather nonsensical like that in the first place.
Looks like the Magic moving works (though as always I would be a little cautious about changing the Summon range as their animation does cause the characters to vanish and if the right Effect isn't used they won't reappear.) However if you plan on making the "summon" spell- (Imp to summon Imp, etc...) that does work ideally. In fact now that I think on it... what is the issue with casting the Summon Spells on their own?
As for the Boast parameters... I've noticed a bit of a glitch. What you added Sets it to the chosen value rather than Incrementing the existing value. Did you only change the amount and stat parameters? Or was there another thing that was dealt with there? I just tested it on a Clean Rom and it still seems to happen.
I'll eventually be incorporating everything relevant that's been posted here and in the wishlist threads, but it will be bit by bit and in no particular order, just based on what I feel like working on all the time.
That's a good way to handle it. That way you don't become so bogged down by forcing yourself to work on an area you may not want to tackle at that moment.
Glad to hear it! Hopefully we'll have as much luck with the rest of them!
Heh, well aside from Boast's oddities (everything else works right about it. Just the Setting rather than Incrementing portion is the problem) everything in this update works great! Being able to free up the Summon Spells for one can really expand the amount of usable ability slots.

0x1ECD3 69 10 ADC #$10 A:0012 X:0000 Y:0000 P:envMxdizc - Add 10 (in hex) to it. By chance did that 69 somehow get changed? That's the actual "Add to Value" instruction.

2: No, that's not the problem. I just looked it up in a Hex Editor, its untouched, hmm...
Oh! There's the problem! And it's my fault for not being clear enough.
ROM...
0x1ECD0 BD 17 20 LDA $2017,x[$7E:2017] A:0010 X:0000 Y:0000 P:envMxdiZc - Load User's Modified Wisdom.
0x1ECD3 69 10 ADC #$10 A:0012 X:0000 Y:0000 P:envMxdizc - Add 10 (in hex) to it.
AND ADD...
0x1ECDB 9D 17 20 STA $2017,x[$7E:2017] A:0022 X:0000 Y:0000 P:eNvMxdizc - Store A in User's Modified Wisdom
I forgot that Crucial step. I'm sorry about that.
What you could actually do with this is load one value (say... Will) and load that onto another Stat + Value. So if someone wanted to make a Caster's Defense Power - Will+5. They couldn't stack it because it would still continue to read from Will.
Again, very sorry for not clarifying the "Store A in..." portion.