Nice stuff! Here's what little I know:
PS1 data is almost always aligned to 32bit chinks. Because of that, if you use HxD hex editor, and set the view to 'byte group size=4', you'll be able to spot patterns easier.
Like Valendian said, the 00s after the names are 'end-text' markers, filled to the next 32bit boundary. You can usually write over these 00s with more text, as long as you leave at least one 00 at the end. Other than the names and their fill, there are three 4byte chunks left. Keep in mind, the PS1 is little endian, meaning byte order is reversed.
If the variable length names are at the end of the structure (like Valendian says), the entries would look like this:F4210280
044A 0404 0404 020B.....594F5348 494D4954 53550000
051E 0505 0505 090C.....4E494E41 00000000
0647 0606 0606 040D.....48574F41 52414E47 00000000
The PS1 memory addresses usually end in 0x80 (aka have the highest bit set), so the first 4 bytes are a RAM address. The converter tool HERE
should help you locate where these addresses are pointing to. EDIT: I checked, and they are pointers to the character names. That verifies that the names are listed at the END of each structure.
That leaves 8 bytes. They are likely NOT full memory addresses, but maybe 'relative' addresses to look up combat moves in a table. They are probably 1 or 2 bytes long (not 4) but I have seen such tables use 1bit tags. There's an obvious pattern counting up by 1 for each new character (04 > 05 > 06 etc)- perhaps progressing through a table list of moves. I would try to edit them, 1byte or 2bytes at a time and see what changes.