It's a new year's eve miracle; I can return to modding 7th saga (and possibly even add new monsters!). Well, almost; unfortunately, there isn't enough room to add more slots, so unless the x30020 table is moved, I'd have to cut monsters down to the ~93 slots available. So I humbly request a table move, ideally to the x7EA00~x7FFFF space (I used up some of the previous empty space for expanded weapon and armor tables... and, for sanity, expanding all weapon, armor, and monster names to 8 bytes whether they need to or not).
As for spells, I can always reuse the graphics with a new palette (at least for now), so they're lower priority; I will eventually need to get new spells workable, but that can be put off, as the new spells generally show up later on, and the only truly unskippable ones are Fire 3 and Ice 3. It'd also be nice to let apprentices learn 24 or even 32 spells, but again, that's lower priority (while I'm aiming for 24 spells on Esuna and Valsu, I also have trimmed lists that only have sixteen spells).
Finally, there are some formulas I'd like to change, but since they don't break anything, they're lower priority. But if you want to look into them, here are my proposed formulas:
Effect spells [including vacuum]: (SpellPow*UserMag/TargetMag)-TargetRes [they never used the spell power byte,. but we can!]
HP/MP catcher: ((SpellPow + UserMag-(TargetMag/2))/2) [and uncapped, of course]
Stat gains on levelling up: int((BaseGain + rand(0,31) / 16) [so they're more granular]
Sometime I should do something to make weapons more interesting, but I still haven't decided what to do (and I feel like I already pester you too much!). In any case, thank you again for your assistance; I would never be able to make 7th Saga Second Quest workable without modding help.
EDIT: I should add that I also did some looking for new monsters (I'd need to do a bit of editing to make them match the art style, but I can do it). My decision:
Secret of Mana: Gorgon Bull, Fire Gigas, Metal Mantis, Spiky Tiger
Illusion of Gaia: Castoth, Solid Arm
And if they take up too many tiles, I can always decrease the number of frames or simply skip them. We don't need Gorgon Bull using three different physical attacks!
EDIT 2: Unfortunately, we'd also need more room for palettes. There's some data after the current palette table (x10000-x10C9F) which even appears to be palettes, but it likely involves some other (non-monster) palettes, so overwriting it would not work too well.UPDATE: We have enough rom for palettes (I think); unfortunately, the palette data I got is wrong. Zeroing out x10000 through x100FF (which are marked as the first eight enemy palettes) doesn't change any enemy palettes, but it absolutely blanks out chunks of Rablesk (specifically the gray doors/windows and the green/orange grass and trees):

Fortunately, I did a bit of looking, and the Trick palette's first five colors (2925 2300 8608 EB0C 7111) are at x12A20. Sure enough, zeroing out a couple nearby palettes gives us an entirely black Titan! I may or may not need to look for more palettes, as there's some oddness for the palette placement of post-Gorsia enemies.