I stumbled upon this after being curious about the Commands themselves. Specifically why Conformer is exempt from the reduction in damage that Morph suffers. Commands actually have specific damage calculations assigned to them as default values. They've also got what looks like two different values of properties.
Command animation default damage calc prop2 (flags)
Left 0 0 0
Attack 14h 11h 0
Magic 1Dh 0 0
Summon 1Fh 0 0
Item 21h 37h 0
Steal 22h 0 6h
Sense 26h 0 412h
Coin 21h Ah 0
Throw 21h 9h 0
Morph 28h B1h 2000h
D.blow 2Ah 11h 0
Manip. 2Ch 90h 0
Mime 0 0 0
E.Skill 1Eh 0 0
All: 0 0 0
4x: 0 0 0
0 0 0
Mug 24h 11h 4
Change 0 11h 2
Defend 0 0 0
Limit 0 0 0
W-Magic 1Dh 0 0
W-Sum. 1Fh 0 0
W-Item 21h 0 0
Slash-All 15h 11h 0
2x-Cut 16h 11h 1000h
Flash 1Ch 11h 2h
4x-Cut 18h 11h 1000h
...
0x23 2Eh 0 0
I don't know what command 23 is, but I think I've seen it in a few AI scripts.
Prop1 would seem to be Cursor Action. That's defined in the KERNEL.BIN so I don't know why that's repeated here. Maybe it's more of the hard-coded function to take. I can't find what happens to it. It gets mapped to ActorData[0x20] and gets checked a few times and shuffled around. The first byte is animation index. It defines what animation the actor should perform. 1F is the summon effect, 1D is magic, etc.
Damage Calc is what it says. If there's no data regarding damage calculation I would assume it would use this. Coin's and Throw's Damage Calculation are here as well as Manip's accuracy checking function. Morph's is apparently B1 so it doesn't allow critical hits.
Prop2 are shared by a few other values too. The actual size is a DWord, but commands only affect the lower word.
1 - Hit connected
2 - Perform animation, but don't display damage (if any)?
4 - Attempt to steal
1000h - multiple hits?
2000h - Morph Attack
4000h - Activate Barrier
8000h - Activate MBarrier
1000000h - Used by Carry Armor's Arms when returning a target from escaped.
Lots of others that I don't know