Alright, here's the patch with Chapter 14.
* 7F01FF bit1 and 7E1BB6 bit1 are now used to make Kasmir's Fort appear on the world map, only after Ozzie tells you about it. I also put the No Landing Zone on the Fort so that the Epoch can't be stuck in it when it appears.
* The two Mystic Dens on the eastern island needed a different name than the one near the tunnel, so I called them Medina (replacing the unused West Cape location string).
* I added a mini-minigame of sorts in the Kasmir's Fort Main Intersection. There are 3 Henches sleeping and you can avoid the battle depending on something that may or may not be obvious.
* I didn't alter Flea's and Ozzie's minigames much (apart from visual effects). One of the extra little details is that you can now hit yourself with the guillotine after the game if you really want to
* The original Masamune now appears in the inventory as a key item (distinct from Glenn's equippable Masamune). I replaced Item E0 Ruby Knife which was unused.
One thing that you can probably do is replace the Imps enemies in the Fort with a different type of enemy. Imps are on the Mystical Knights' side so it's curious to see them getting guillotined by Ozzie and the party, even if these ones are green instead of blue. For the record, we have a lot of rebels and separatists in the story, so in the plot I made the Mystic separatists Imps to make them distinct than the other Mystics and to avoid having to use the word "separatists" in like every chapter of the game.
I'll start my playthrough soon!