Thank you. I had a closer look at the .exe and it looks like the variable that controls the enemies' magical damage output can be found there indeed:
http://i.imgur.com/TloXdVQ.png
Raising the value within the red box from 3 to 4 seems to do the trick. Enemies are now equal to the party when it comes to magical damage output, which I think is very important. No more measly 2000 HP (or even less) damage from spells like Holy or Flare...
Well, I'm ok with the thread being moved to the scripting/reverse engineering section. Getting some help regarding the other points would be great, as finding the correct value from above alone took me quite some time.
I tried your change Callisto, and while it seemed to work at first, I did encounter one weird problem when fighting multiple enemies: the magic damage boost from that variable seems to only cover the first enemy in battle, and not any others. So when multiple enemies are present in a battle, only the enemy in slot 1 will deal increased magical damage, the remaining enemies seem to be unaffected by that variable change. I've tested this in various battles, e.g:
In the Dollet boss fight, only Biggs gets the damage boost, but Wedge and Elvoret do not.
In the last battle on disc 2, Seifer got the damage boost, but Edea did not.
In the boss battle with the Oilboyles, only one of them deals increased damage with Sonic Wave, even though both were at the same level.
Do you have any idea what might be responsible for this? Or am I missing something?