I'll check your materias and see if their AP per level is messed up. I'll post back later.
I'm using the editing suite:
http://forums.qhimm.com/index.php?topic=6986.msg86503#msg86503There are some bugs. For Attack.exe - the program that lets you edit magic spell properties - some spells get overwritten by others, but it's easily fixable by typing in the proper values for the spell. Nothing else gets replaced, such as attack animation or whatnot. It just copies and pastes the mp, element, status, and such of another spell (usually 2 or 3 spells up or down in the list).
This could either happen when compiling and decompiling the kernel.bin, but this would mean it's an error with ff7.dec, which I don't think it the problem. I've noticed that this bug occurs in attack.exe when I scroll through spells using letter keys on my keyboard. For example, when I started using the program, I'd press B over and over until I get to Big Guard. However, this seems to have caused the bug I mentioned. Now I just scroll through the spell list manually by either using the arrow keys or the mouse, and I don't think the bug has shown up again.
So, if you decide to try out the program (which I think you have, since you replied in the program's thread), keep that in mind.
EDIT: I found out why some of your materia levels incorrectly. You have level 2 set at 600,000 AP, but level 3/master is set at 200,000 AP. Therefore, it's reaching level 3 before level 2.
With revive, level 2 is set at 100,000 AP and level 3 is set at 20,000 AP.
Gil Plus level 2 is 150,000 and level 3 is 100,000.
The Luck, speed, and magic plus materias are fine, though. You sure they're leveling up incorrectly? It says here they're levelling like this: 100, 200, 300, 400, 500, and 15, 300, 450, 600. Nothing wrong going on there.
EDIT 2:
Regarding curative spells, how often do you find them missing? I haven't tested it out yet, but what is the difference ingame between 255% and 130?
Looking at your spells now. I'm wondering why you made bolt1, fire1, ice1, and quake1 STRONGER (even *Gasp* matra magic). They're very powerful early on as attacking everyone for 200hp for 4mp makes attacking them with your weapon silly. Did you make enemies much more resistant to magic or something?
Also, in regards to your early summons (shiva, ifrit, etc), you made them as strong as bahamut (60~ power) yet make them cost half as much mp. I'd make them cost 80mp rather than 60mp.
Still, though, I'm not sure how I feel about giving the players even more annihilating nukes like Aqualung and Beta. When you can wipe groups of enemies for even 80 mp, it's worth it. Just use magic hammer to get mp back and continue nuking. This is why I feel spells like Beta, Aqualung, and now your buffed early summons need to be tweaked in terms of damage. I like the idea of keeping the early summons useful near the end of the game (I'm assuming this is why you buffed them in the first place), but it makes the early parts of the game very easy.
Again, if you're buffing enemy magic defense enough to counter this, then never mind.
Also, regarding mdef on armor working buy adding spirit, do enemies do much more magic damage now?