Thanks for your comments. Even if I'm not as active at the moment I really like to read your ideas
As for buffing attacks besides the Blade Armor, well, I wrote a custom function to add damage specifically to that armor (on top of the damage values defined by each enemy's damage table). It wouldn't be so hard to expand it to include other armors and moves, but I just don't think it's worth it. My goal was to tackle obvious inbalances (like Blade Armor being too weak), not so much making every single aspect of the game customizable.
But as for damage tables, I agree there are a couple more cases besides the two already covered that could use some tweaking.
There's N.Zero and Sigma, both would benefit from making the fight a bit longer by reducing their damage input. I'd add to that some of the main bosses, specifically C.Yammark and B.Heatnix, who even at Lvl.4 are complete cakewalks because they take so much damage even from default attacks. On the opposite end there's Infinity Mijinion, who takes forever to take down even when using his weakness.
Now that we're on the topic, here's how High Max works:
The tables are made of a byte with the dame value, and a byte that indicates if the attack deals damage (00), or bounces (FF). High Max has an all FFs damage table, except for a couple of attacks (chardged shots) that have an unique id, these are the attacks that turn him into his vulnerable state (blinking white), at which point, I think (havent really tested that much), he reads damage from a separate table.
If you add other attacks besides the charged shot to the unique ID that'll make him vulneable, they simply go through him with no effect. I think there's a separate operation deciding which of these attacks make him blink. There's additional values in the registers during this battle that are unique to High Max (something I discovered before when I accidentaly broke it with the Blade Armor buffs implementation)
If you replace his all FF00s table with a regular table taken from another boss, he'll take damage normally! Completely skipping his blinking/vulnerable phase
I decided against making changes to this (and Gate's) battles because I actually like the unique way they work. But it was fun to dig and see how they worked
If anyone wants to dig into these, there's a magic breakpoint highlighted in the spreadsheet that'll lead you directly to any enemy's damage table.
A nice thing about damage table modifications I just found out about is that they can very easily be ported over to MMXLC2!