Looks like it works, thanks for the fix there.
No sweat; thanks for pointing it out!
Also I was curious to know if you planned on allowing us to edit the indexes, like the Status Indexes, Equip indexes,
You can... at least... you
should be able to... I'll verify in a sec (and fix it if it's not working) but you should be able to hit tab while selecting an index to edit that index.

Turns out there was a slight problem with the way it was encoding the flags, it should work now.
as well as allowing the break-bytes on normal weapons (since they do function appropriately) also do my recent findings have any place in the editor, or would it be best for those to remain separate?
You mean the properties like "stackable", "multiples in chests", "consumable", etc? Yeah I'd like to include those. Since you seem to be still actively researching it I'll probably remain focused on other things for now but at some point I will definitely go back and put flags for those into the weapon editor. Also, while those are
most of the properties required to make something into an "arrow", there are still a couple missing: "can equip either hand" and "deals more damage in one hand than the other" (though that might just be a bow thing? still would be good to know)
I'm really interested in the research on two-handedness though, that would be the real holy grail for weapon properties! If it turns out that we can only change the range in terms of where it starts and can't actually change the total
number of two-handed weapons then that would be kinda disappointing, but if we can change the range to include more weapons (or less) then that would be fantastic! And if it turns out to be settable by individual weapon, even better!
Oh very nice subtle update on having Equip Index 0 (which is really just 31) be an "Equip All" byte.
Yeah I actually thought I fixed that a while ago as well. Major deja-vu. You know what, the more I think about it, the more I think that after I took a bit of a break there for a while and came back to it, I might have mistakenly come back to work on a version of the file that wasn't actually the most up-to-date current one... oh well too late now, I'll just have to re-squash the old bugs as they show themselves.