finally made a Smoke Bomb + Quick patch:
http://assassin17.brinkster.net/forum-posts/smoke-bomb-quick-fix1.asmby all accounts, it should have been a cakewalk, given we knew the three key things that differed between this and the working Flee function. but some self-inflicted idiocy turned it into quite the adventure. right off the bat, i got a crash with a flash of colors, from trying to run 8-bit code in 16-bit mode. a bad omen indeed, as a needed "TYX" then eluded me for over an hour.

i've gotten magnitudes of order dumber since May, when making that other Quick patch (which did have some small jackpot-winning luck on its side). one silver lining is staring at the C2/3966 function made me realize my Bank C2 comment of "C2/3974: 0C 39 3A TSB $3A39" needed expanding (though it frustratingly makes $3A3A's meaning more varied;
EDIT: ah, this was already in the FF6Hacking wiki).
i've done limited testing, but the patch seems to work in the scenario of having 2 party members run, then having one Jump, and the last use Quick+first turn Smoke Bomb.
in my Jumper + running Quick user tests, getting rid of the "JSR $07C8" in Flee didn't bug things (though i advise keeping it in). however, getting rid of the two preceding bit settings plus that did bug things, so it is apparently those bits that matter.
aha, that wasn't quite right. work on your deduction, ol' chap.
it seems the Bit 6 of $3204,X setting OR the "JSR $07C8" is enough to get rid of the problem. however, i don't know why, so i'm keeping both, as well as the $3AA1 bit setting (as gauge resetting is sensible enough). iow, near copy+paste of all 3 Square differences.