I just wanted to provide a combat-related suggestion. I'm not sure how possible it is to tweak these mechanics, but to me, they're some of the major issues that have plagued the (original) game for a long time: Wait mode is doesn't really wait every time it should.
Bear with me on the details, this is a bit technical and hard to explain.
How Wait Mode is intended to work:
In vanilla FF7 (and this mod at this time), Wait Mode is intended to lock ATB while players are choosing their command. It's also meant to wait while animations are playing in order to keep relative balancing between a simple 3-second Potion item command and a say 8-second Cure ability. I understand this can come down to personal taste, but I think anyone NOT playing in Wait mode is most likely experiencing a relatively broken balancing between short and long commands, making the former usually more powerful just because they are quicker to complete.
How it actually works:
Right now, when casting any ability, you'll notice a lot of inconsistencies when using Wait Mode.
For starters, it doesn't seem to wait while selecting a command (top menu, if you will). Both ally and enemy ATB keep going, forcing any "hop" into that top menu (when going from selecting a magic ability and back out to select Attack, for example) to push ATB forward. In reality, the enemy wins with this one, as the player is simply trying to select a command to be executed.
Next up is while a character is "prepping" a cast. By "prepping", I mean that roughly 3-second-long animation before the spell comes out. ATB just keeps going during that time, making spell-casting detrimental, especially at a high frequency. When factoring fights against multiple enemies, then all of their ATBs will rise, resulting in an even more penalizing situation. This creates a wildly inconsistent experience with balancing depending on the player or the builds being used. i.e. Caster-centric builds are limiting. For example, when casting a simple spell like Cure, all ATBs will keep moving along for about 3 seconds until the spell is prepped and in effect. Only at this time will the ATB truly stop.
Another issue I've seen with this is how any countdown ability behaves. While a character is under the effect of say Death Sentence, casting any spell with prep time will keep the countdown going, essentially shaving off ~3 seconds off of the timer. In order to be less penalized by this mechanic, I guess players can play at a faster combat speed so more actions come out before the character's time is up, but that might be pushing pacing into an unwanted or uncomfortable speed for some people.
Lastly, in order to circumvent this issue, I've noticed a very degenerate behavior in FF7 speedruns where players select a command (like Attack) and leave their target selection cursor active while all the casting is being completed. This is the only way currently to really STOP any ATB (from both allies and enemies alike). That means they also always try to have 1 character in a menu selection in order to be able to lock the ATB. I'm going to go ahead and say this wasn't really the intended way to play the game. As a side-note, Limit Breaks also seem to stop ATB completely as soon as they start casting, which gives me hope that this could potentially be resolved.
Recap of issues with Wait Mode:
1) AI will take more turns than they should
2) Players are deterred from casting spells against large (2-3+) groups of enemies
3) Overall inconsistent balancing
4) Any ability with a countdown-timer goes faster than intended (ex: Death Sentence). Players need to play at higher speed, changing pacing to a potentially less enjoyable state
5) Degenerate "cursor hover lock" exploit
I played another amazing mod a while ago for FF6 (called Brave New World) and since the game also suffered from this issue, they ended up fixing this same issue somehow. Again, this might be a lot to ask, but I think all the awesome balancing that's been done in this mod would be a lot more consistent with this fix.
I understand this goes really deep into combat mechanics, and like I said earlier, this can also be of personal taste/preference. I'm not really here to debate which one is best for whom, but I only wanted to provide my own personal point of view on what I think would make the combat (again, arguably) a lot better.
That being said, this mod is by far the best one I've seen for FF7. I'm about a third of the way in and it's making me experience the game in a whole new way, and I'm extremely thankful for the work you've done. I also registered on this forum just to post this, since there still seems to be quite a bit of support for this mod. Keep up the awesome work!