It doesn't give too much info in "Fixed Length" strings, which is what I think the lists are in DW.
DW's item lists use variable length strings terminated by a $FF byte. Fixed length strings are when you have a bunch of strings one after the other that each have the same length, like this:
$8000:Fire Ice Bolt PoisonDrain Fire 2Ice 2 Bolt 2Bio Fire 3Ice 3 Bolt 3
With fixed length strings, a game usually just keeps a pointer to the very first list item and then does some math to find any other item in the list. E.g., if we wanted the spell name at index 3 in this list of 6-byte long spell names, we could take the desired index (3), multiply it by the fixed length (6), and then add that to the address of the first spell name ($8000) and get $8000 + 3 * 6 = $8012, a.k.a. the start of Poison.
How do I do that?
In this case, we've already located some pointers to the item lists at 0x6842-0x6851. In general, it's entirely possible that there might be other pointers to the same data elsewhere in the ROM (I've seen games where a string address is hardcoded into the ASM in dozens of different places; tracking all of those down is a pain), but for now let's pretend that Dragon Warrior is going to keep being nice to us and only uses the one pointer table we know about.
If you look in the original ROM, you'll see
$6840:.. .. 56 BE B7 BA B7 BB 8F BB 4F BC 0E BE 70 BC
Those are your pointers. The NES hardware expects pointers to be stored in 2 byte little endian format, so that's almost always what games do. The first pointer in the list, 56 BE, corresponds to RAM address $BE56, which since we're in ROM bank 1 that will be loaded into RAM bank 0, is ROM address 0x7E66, i.e. the start of the original spell name list. If your new spell name list starts at ROM 0x7E87 instead, you'll need to take your ROM address 0x7E87, convert it to RAM address $BE87, and then change the pointer at 0x6842 to say 87 BE instead of 56 BE. Then you need to do the same for every other pointer in the list. Then you need to do the same for all the menu pointers.
The individual steps aren't difficult, but doing all those calculations and typing into a hex editor by hand is time consuming and error prone. Do it manually a couple of times until you understand what's going on, but then get your insertion utility to do all this tedious stuff for you - stick a "#W16($6842)" just before the start of your spell list, a "#W16($684C)" just before the start of your price list, etc.
Oh, there's one other thing you'll need to change in your insert script - the main dialogue was in ROM bank 2 loaded into RAM bank 0, so the difference between ROM and RAM addresses was only $10 (for the iNES header); the item lists, on the other hand, are in ROM bank 1 loaded into RAM bank 0, so the difference between ROM and RAM addresses is $-3FF0 ($-4000 for being in ROM bank 1 + $10 for the iNES header). I think the "correct" way of doing that in Atlas is to use custom pointers, but I always cheat and just use the #HDR command to change the address calculation instead. For all of the work you do in ROM bank 1 (i.e. 0x4010-0x800F), set #HDR($-3FF0); use #HDR($10) for the work you do in ROM bank 2 (i.e. 0x8010-0xC00F).