Ok, that confirms to me at least that we don't know for certain either way if the called text entries were adjusted etc.
But there are two other items of interest. We already know from the messed up kanji in the fields ONNA_1, ONNA_6, BLACKBGA, WHITEBG1 (and JUNBIN21 in the original JP release) that when additional kanji were added to the kanji table, this shifted the symbol identification numbers which led to the aforementioned fields displaying the wrong text. That much we are on the clear.
The second item, which causes me some wonder though, are the Field IDs. As most of us here know (I think), the fields are generally ordered in a way that represents the progression through the game from beginning to end. However, after Field ID#768 (LASTMAP), random fields are added.
769 - fallp
770 - m_endo
771 - hill2
772 - bonevil2
773 - junone22
774 - rckt32
775 - jtemplc
776 - fship_26
777 - las4_42
778 - tunnel_6
779 - md8_52
780 - sininb34
781 - md7st33
782 - midgal
783 - sininb35
784 - nivgate4
785 - sininb36
786 - ztruck
Fields from throughout the game, with the ID numbers 780-786 representing the scenes that were added after the original Japanese release. I have always figured that these fields were given high numbers, rather than being placed in the "group" where they belong, so to not shift the Field IDs and thus avoid erroneous map jump commands.
Do we have anything to support this notion that an added Field in the middle of the list would cause faulty map jumps, due to these (presumably) not being automatically adjusted in the script?