Man, did I mess these up the first time around. So what I'm doing today is reworking the way the Animated Battle script handles characters animating in battle. Originally, I was making 3-frame animations for each character, even when they didn't use all three frames. So now I'm simplifying things by deleting the frames that are cloned, and making sure the script recognizes it so there's no blank frames of animation.
Cid was my guinea pig on this, and he's animating fluidly now. So once I re-arrange the sprite sheets of the other characters (and eliminate two files per character, woo) everything should be back to normal with the animations.
Steal and Mug are also animated almost exactly as it was in Final Fantasy VI, which is pretty cool. Cid leaps to the enemy, kneels down, takes a swipe, then leaps back to his original position. Same for Mug, with the normal attack animation playing before the leap back to the party. Yay.
I'm also going to try to edit the sprites a little more to give the characters some original frames not seen in the original game they were ripped from. Cid's already got some custom poses (well, actually, all of his sprites are edits, but you get the idea). Working on giving Reeve a few customs for using his Dragonkin abilities.