Had a quick look, I can fix these tickets for scene/kernel (number based on row in spreadsheet): #2, 44, 47, 56, 57, 58, 59, 60, 61, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81
But:
#55 is a field script thing; set the drop properties for AP to be 255, 255, 255
and it will be picked up as mastered; no kernel edit required.
#56 is awkward because it obeys command data and not weapon data, and some
weapons are long-range. Setting it to obey weapon target data may
work out but there could be unintended side-effects.
#63 can be fixed by either removing the gil+ effect from the attack or by having
the enemy stop using that attack after a certain amount of time.
#64 Depends on what suitable animation to change it to; there's plenty of
other items that share animations with spells/attacks though.
#65 This seems more like a feature of the fight; he has higher defences and
HP (relatively speaking) than anything else up to that point so
enhanced back-attack damage was likely intentional here.
#71 Depends how you want it fixed; exception in the counter script
or disabling Manipulate flag for them
#77 This is more a mechanical issue but I had an idea to fix it; if a turn
was added to his counter script then he'd at least be facing the
correct way visually after a rear-machine gun (like how the Bodyblow
counter works but the turning would be AFTER the machine gun).
This guy has resisted fixing since time immemorial though :l
I also spotted some other issues that I can fix in the menu section:
Menu
#2, 11, 12, 13
#13 Not sure about 13, it might be bugged. The sellable flag is unchecked but surely someone's tried this by now.