Would you mind sending me a copy of the script also, just for my general Lunar records? My knowledge of Japanese is minimal (a little less minimal than it used to be, but still pretty much epsilon compared to fluency), but I hope to eventually gain a level or two in it.
Sure thing! Just PM me your email.
But allow me a moment of confusion regarding the fonts: my primary association with the SegaCD games' text is that it's all-caps, so I'm not seeing the resemblance to the screenshots you posted...?
The font in the game's data is mixed-case, but Working Designs only used the capital letters for dialogue. (A couple of the post-battle messages were mixed-case.) I suspect the reason they did this is because they weren't doing the programming, and the font wasn't actually designed for mixed-case English to read naturally - letters take up the full height, so characters with descenders (like j) look weird. The mixed-case font is a part of a JIS X 0201 font that also includes kana and Japanese-specific punctuation and is also in the Japanese version.
The font I'm using is Supper's, which is based on the original font but adjusts the height by a few pixels to allow for a consistent baseline.
In case anyone's concerned about my approach, I did the script editing on Wozz back in 2009:
http://www.romhacking.net/translations/689/ My writing's gotten better since then, but I've kept my approach on making text fun and interesting.
And if anyone's interested, here are my notes and the tools I've written for this project:
https://github.com/mistydemeo/magicaldata - Repository with my working notes on file formats
https://github.com/mistydemeo/fldtools - Source code to my tool for unpacking FLD files
https://github.com/mistydemeo/msl_script_tools - Source code for my script extraction tool
https://github.com/mistydemeo/cinerepak - Source code for my Cinepak dubbing tool (less useful for this project, but I plan on extending it to add subtitle support)