Thanks again for the insight!

All fieldscript and battle scripts in Chrono Cross are definitely LZSS compressed according to notes left by the French translation team. Interestingly, the scripts are tagged "SSZL," but maybe that's because the R3000 is reading them in Little Endian order?

The tools left by the French Translation team -- Terminus Traductions -- successfully decompress the dialogue text (also tagged "SSZL") but curiously their tools don't seem to recompress to the same degree that the files are originally compressed, which is why I inquired about the possibility of dual-pass compression. Doubly curious, on the other hand, is the fact that the game engine can perfectly read the dialogue even after (possibly flawed) recompression, which weirds me out. I'm going to spend some time figuring out the compression scheme manually as I did with the Front Mission 2 portrait graphics (I brought up that subject in an earlier thread, which you might find academically interesting:
http://forums.qhimm.com/index.php?topic=7365.0), and hopefully acquire enough programming knowledge to write a compression/decompression utility. I gotta learn the tricks of the trade, and this should be a good exercise.
I did some investigation into Chrono Cross' room files, and to my sheer horror discovered that NPC models are far separated from their textures

. Until now I had thought that 3D model data and textures were always stored right next to each other, and the game engine simply knew to start with the texture and knew that the model would be the file on the following sector boundary. Since the models are stored first in the room files, then some intervening graphics, and then the model textures, I'm going to guess for now that the game engine looks for the models first, and then, perhaps, within the vicinity of the NPC models there's some pointers to the associated textures.
In any case, it seems more and more likely that each fieldscript and battle script may have its own set of pointers to character and enemy models. I thought that would be too redundant and space-wasting at first, but it would have some speed advantages, and then there's the fact that each room's dialogue script repeats the game's Debug Mode messages. I never thought about it when I was playing the game almost a decade ago, but now I know why I never saw a "now loading" screen in Chrono Cross.