Nice! I see what you did there with the walls... 
Looks pretty neat.
Did you fool around with cutting down on trees?
Thanks! I've yet to make anything out of the trees yet, though I've gone ahead and edited all the maps to use the single tree bottom. I was going to start on making some slanted roof styled tiles out of those extra tree bottoms, but quickly realized the roof palette has no grey or green color to use for the ground that would be showing.
Though I COULD use the brown palette as there's a version of it with a green and a version with the dark grey used for roads. And if I used the white roof tiles instead of those tree bottom, I could have much more room to play around with. I'll have to play around with that some later.
Sorry I haven't been around much these days. I try to stop in when I can and see the progress made. While things have been a bit quiet I am always glad to see more progress made and spriting in FFIV is a far from simple task. Do you happen to have any tutorial or tips to give on how you approach it? Without any external tools made for this sort of thing (See: FFVI) it is remarkable that you've done as much as you have.
FFVI has external tools for this!? Lucky fellas!

Here's some of the tips/things I do to help keep the difficulty down a bit:
1) YYCHR. This tool is an immensely helpful to me. You can load ZSNES savestates to view graphics with their proper palettes without guess work. It has copy and paste features, and although it lacks a tile arranger feature like TLP, you can very easily open a second window of YYCHR with a blanked out rom for the exact same effect. It also has a pattern changer that is an absolute godscend for editing a characters battle sprites.
2) A blanked out rom for a work area. This REALLY helps in cutting back on frustration from accdentally mucking things up, or when you're editing a tileset. What I do is copy what I want to edit to the blank rom so I can freely play around with the bits and pieces (at times it's like editing a jigsaw puzzle when it comes to tilesets). I've attached a patch that will blank out an unheadered FFIIUS 1.1 ROM so you'll have 1024kb space of blank canvas to play around with. (Do NOT patch it to any in-progress project: Use a fresh rom.)
Some other little tips:
* To properly see NPC sprites in YYCHR, go to the in battle character sprites (4BPP) and scroll down til you get to the end of FuSoYa's sprites. You'll see an orb tile (I guess used for FuSoYa's Regen command?) right above the top part of the Pig's head. Switch to 3BPP and scroll down with the mousewheel to have access to the NPC sprites for all main characters and town NPCs.
* To properly see sprites for vehicles (also includes things like the Giant, Tent, etc) , scroll to the bottom of the rom, switch to 3BPP, then scroll up til you see them using the arrow keys or mouse wheel. Clicking the scroll arrows on the programs sidebar will screw up the way the graphics look and you'll have to rescroll back to the bottom, set it to 4BPP, then back to 3BPP and scroll back up.
I know I've got some more tips locked away in the recesses of my mind somewhere, but these are the ones that first come to mind.