Bug report time. Played/streamed from Orbonne Monastery to Sand Rat Cellar, and currently delirious from being overtired.
Stuff - Ramza has Shock! in his learnable skillset. I'm pretty sure I know why this is and that you just messed up pushing a couple buttons / not finished your editing yet.
Cripple NEEDS TO BE REMOVED. While inflicting Charging on the enemy works fine, it causes the AI to move sluggishly slow (probably because it's trying to figure out *what* that unit is Charging) and then it seems to always end up ignoring the Charging unit because it deems it a non-threat (as its Charging something that seems like it's taking so many turns it doesn't even appear on the CT list). It was a fun idea, but it isn't going to work.
Fire is set to 3/4/6 CT for Fire 1/2/3 instead of the 4/5/6 that Bolt and Ice are set to. This caused me a lot of problems at Dorter Trade City, actually. Fix please, especially since I distinctly remember mentioning this problem to you *twice* in the original thread when playing the oooold Beta Patch.
Salve's description when you press the Select says it costs 12 MP when it only costs 8.
Several abilities that seem like they should be doing a "Weapon strike" animation (such as Blind Blow) show the punching animation.
When used, the Thief's new skill displays "Muddle" during battle, but is listed as "Steal Sanity" on the Ability List. (If you don't get what I mean, think of Lich vs Rich.)
Delita still can't equip Shields. He also can't equip any female only items, looking in FFTPatcher, though that's not a big deal. =p
I haven't bought it yet, but the new instant-Bolt spell is listed as "Joly" instead of "Jolt". Unsure if it's intentional or not.
Blue Mage's prerequisites list "Level 3 Knight, Level 3 Wizard" when you press Select on it, but these are not the actual prerequisites. [I won't list the actual ones for the people who don't want spoilers.] I didn't really check the others yet, though, but I recommend looking over what you listed all the different prerequisites as vs what they really are.
There were some Item description errors, such as Move +1 on Battle Boots.
Execute displayed chance to hit values below 100, but I never actually missed with it the times I used it so I don't know if that's just a display error or not.
I *think* that's everything. Not entirely sure, though, my head's all spinny atm.
Battles:
Orbonne Monastery. This was cool and easy enough. The median difficulty between 1.3 and vanilla's intro fight made it easy to get used to the lowered move rates / etc. without making the fight impossible.
Gariland Magic City. For the sprite error during the intro, it seems the two that bug out are what are originally a female Squire and male Chemist above Ramza and Delita. I think you can easily solve this by making the Squire and Chemist you get among your initial six correspond to those places and genders in the formation, as the other four don't seem to bug out at all from what I saw. In the battle, however, you made a goof. I brought in my Knight, Archer, Wizard, and Priest alongside Delita and Ramza... and my Priest suddenly turned into Missingno! Make the female Squire that appears here into a male one. I think that should fix the problem, if I remember the enemy formation correctly. It was a fun fight though, but I'm not sure if that's due to or in spite of the fact my Priest looked like a Missingno made out of Priest-palette frogs with a really trippy transvestite Wizard portrait.
Mandalia Plains, another fairly simple fight from what my delirious head can remember of it. Nothing struck me as too out of the ordinary here, and the fight wasn't too hard or anything, so yeah.
Sweegy Woods. "Attack" command on monsters, kind of! Outside the fact the bombs were oneshotting my poor Wizard (partially my fault, she was in out of date equips), this fight wasn't that bad either.
Dorter Trade City. Ugh.
First, the changing of where the Formation goes was clever and a nice change, but the Archer starting right above them almost ensured all three units were Poisoned, and as mentioned before, the fast-casting Fire spells were making my life hell, since there were instantcasting in situations I'm pretty sure the other two didn't, as I knew mine were the few times I could get decent spells off due to the CT stagger. Outside of that, this fight wasn't too bad really and the Formation change was a nice touch and really a double-edged sword in the end I think is fine once Fire is fixed. A bit on the hard side, but once I updated my equipment and made sure all my characters could revive in a pinch I was fine. It's funny, in vanilla and 1.3, that house is a huge advantage, but in ASM'd its almost a liability because everyone gets clumped up there then raped by Black Magic and Poison Volley, heh.
Sand Rat Cellar. Not that bad either. For this one, I actually recommend separating the enemies some, and possibly starting the player units further back / closer to the far corner of the map. I trapped most of the enemies very easily at the upper entrance due to 2 Move, spammed Poison Volley and Black Magic to maul everything, and actually killed the two Knights in such a way that I had to wait for them to Crystal before anyone on my team could get inside because Algus refused to go in. Pushing our units back a bit and spreading theirs out a bit more should make this fight fine, right now it's just really easy to turn it into a clusterfuck then spam AoE to win, even moreso than it is in Vanilla due to Move-MP UP so early.
That's when I nearly passed out, called the stream for the night, and began typing this. Next time I play/stream it's Thieves Fort time.