Any of those status effect ones that need a settable CT, you will need to use Wall's slot for it if it's currently on a slot that doesn't use a CT. The reason is that only the slots from Poison through Death sentence accept a CT, and changing this is a trickier problem than what I can currently do. (anyone who can do this who wants to, feel free to figure it out)
Oil -> trouble can probably be done by modifying the elemental routines to no longer remove oil, and coded similarly to my "Tying it all Together 2" group (affects XA * YA routine). Innocent reduces faith by a % could be done by rewriting my Faith/Innocent handling routine to set it to a % instead of to 0. Neither of these particularly interests me enough to do myself, but if you know basic asm I could help you with these if you have any questions. The rest of these look either impossible or outside of what I know how to do.
Quick/Ct 0 no longer use faith are both covered by this formula I wrote. No reason to write multiple formulas for these, or any other stat affecting formulas that aren't using faith.
<Patch name="Formula 18 = universal stat change at MA+X%">
<Description>Directions for use: MA+X% is accuracy. Y is the stat that you want to affect. Use Y= 16 for level up, 17 for level down, 18 for speed, 19 for CT, 20 for PA, 21 for MA, 22 for Brave, 23 for Faith. DO NOT USE OTHER VALUES FOR Y OR BAD THINGS WILL HAPPEN! Use the status effect field as what you want for the bonus/penalty amount in hex. Add +0x80 for bonus amounts (example: 81 = +1), otherwise numbers up to 0x7f are penalty amounts. If changing CT, you can use FF for Quick and 7F for CT = 0. Level up requires 80, and level down requires 1. Do not use other values in combination with 16/17 for the status byte or bad things will happen!</Description>
<Location file="BATTLE_BIN" offset="12229c">
59770508
00000000
</Location>
<Location file="BATTLE_BIN" offset="f6d64">
E8FFBD27
1000BFAF
A122060C
00000000
0A004014
00000000
1980083C
FA380291
902D038D
FB380491
21084300
000024A0
01000534
000065A0
250065A0
1000BF8F
1800BD27
0800E003
00000000
</Location>
</Patch>
Oil -> trouble can probably be done by modifying the elemental routines to no longer remove oil, and coded similarly to my "Tying it all Together 2" group (affects XA * YA routine). Innocent reduces faith by a % could be done by rewriting my Faith/Innocent handling routine to set it to a % instead of to 0. Neither of these particularly interests me enough to do myself, but if you know basic asm I could help you with these if you have any questions. The rest of these look either impossible or outside of what I know how to do.
Quick/Ct 0 no longer use faith are both covered by this formula I wrote. No reason to write multiple formulas for these, or any other stat affecting formulas that aren't using faith.
<Patch name="Formula 18 = universal stat change at MA+X%">
<Description>Directions for use: MA+X% is accuracy. Y is the stat that you want to affect. Use Y= 16 for level up, 17 for level down, 18 for speed, 19 for CT, 20 for PA, 21 for MA, 22 for Brave, 23 for Faith. DO NOT USE OTHER VALUES FOR Y OR BAD THINGS WILL HAPPEN! Use the status effect field as what you want for the bonus/penalty amount in hex. Add +0x80 for bonus amounts (example: 81 = +1), otherwise numbers up to 0x7f are penalty amounts. If changing CT, you can use FF for Quick and 7F for CT = 0. Level up requires 80, and level down requires 1. Do not use other values in combination with 16/17 for the status byte or bad things will happen!</Description>
<Location file="BATTLE_BIN" offset="12229c">
59770508
00000000
</Location>
<Location file="BATTLE_BIN" offset="f6d64">
E8FFBD27
1000BFAF
A122060C
00000000
0A004014
00000000
1980083C
FA380291
902D038D
FB380491
21084300
000024A0
01000534
000065A0
250065A0
1000BF8F
1800BD27
0800E003
00000000
</Location>
</Patch>