Yeah, I don't know much about 11 (or 8 for that matter.

). While FFZ is very much a hodge-podge, I would welcome any words of lore from the games while developing this, especially if you see an opportunity I missed. This goes for all the games, though -- if I've overlooked something you think is cool in FF4 or FF10 or whatever, feel free to let me know, and I'll see what I can do to work it into the editing.
I've attatched a revision of the Characters and Extras, and a copy of two monsters, and the "Combat Example" document. I've also attatched the equipment notes; though they're disorganized, they're what I'm going from.

And the skill notes, though they're kind of vague (just relating them to D&D skills).
I'm already noticing a few errors here and there in the docs, but they're a good overview.
Here, I'll post how to read the stat blocks:
Character Information
All the information you need to tell what it is at a glance.
Name and Level: Analogous to the monster name and CR from D&D.
Gender, Tribe, Jobs, Levels: This line is for characters, telling you quickly what their basic building blocks are. Monsters, lacking tribes or jobs, usually lack this line, unless they're also antagonists.
Size, Type, Subtype: FFZ heavily uses the subtype mechanic for things, so almost everything will have some subtype. For instance, all things that are bat-like creatures will have the Chieoptera subtype, be they Animals, Magical Beasts, Humanoids, etc.
Monstrous Information
Provided for beasties so that you can determine if the beastie is right for your encounters and party.
Award Factor: This * the number of party members = award for the encounter. Yay!
Loot: If the creature doesn't carry the gil award, instead he will drop loot that you can sell at the market. This loot is also used in manufacturing items using the Craft skill and Synthesis (though I've yet to work out the exact system for this).
Habitat: As per the DMG, where these critters tend to live.
Pre-Encounter Information
Stuff you'll need before the encounter begins.
SPD: "Speed." = DEX bonus + AGI score - Weight. Roll this at the start of the encounter to determine order of combat.
Senses: As per D&D; usually only the Perception skill is listed, but scent or blindsense, etc., should be here, too.
Languages: What the creature can speak and understand. Animals can still understand their own "tongue."
Defensive Information
What happens when someone hits you.
Defense: Basically, AC. 10 + Dex bonus + Armor bonus. Passive Defense is 10 + Armor Bonus - Weight (no Dex; it's basically flat-footed). Note that there's no such thing as a "touch AC" in FFZ: Your Defense *is* your touch AC.
hp: Hit points. Includes any bonuses from armor or CON.
VIT: Vitality. I'm choosing to go with this term instead of AMR. It's just a re-naming, though, it does the same thing: negates damage.
WND: "Wounded." = your CON bonus. This is the point at which you become wounded, gaining 1 LP, only able to make a single action, and taking damage when you do (unless that action heals you above the WND threshold). This is the point your pixelated character begins to kneel to the ground.
SWN: "Swoon" = negative (10 + your CON bonus). This is the point at which you swoon, being unable to take any more actions.
Limits: These are those super-abilities creatures can unleash. NPC's gain LP by the same methods PC's do, and also by simply being slain: every 6 encounters, the DM gets a chance to unleash a monster limit on the PC's! This is partially why minions are useful for big bosses: they allow the boss to use most powerful attacks.
Magical Status
Magic abilities.
MND: "Mind." This is a re-named and re-worked RES score for those who have been following along. MND works more like Defense and AC does: it's a score the caster needs to beat. It's done the same way though: 10 + MND score + WIS bonus, plus any bonus from equipment.
MDF: "Magic Defense." MND score + Wis Bonus. This usually subtracts from the MAG of the creature casting at you.
MP: Magic points. This includes the bonus from armor.
MAG: Your MAGIC score. MAG core + Ability Bonus (defaults to Charisma), plus any equipment bonuses. This roughly equates to caster level, but MDF will resist it.
MAT: "Magic Attack" The same as your MAG, except that it uses 1/2 your MAG score + Ability Bonus. This is roughly like the DC to overcome a spell, and represents how well you hit with magic. When rolling, you must overcome their MND score.
Combat Information
All the metal that's fit to swing.
Melee: Like D&D: attack, bonus, damage, and "special functions."
Special Actions/Magic: As D&D; what nifty stuff they can do. Magic includes the type of magic, what spells they can cast, how much MP it takes, and if they get any side-benefits from it (like Elize's tribal ability).
ATK: Raw ATK score, as D&D's BAB.
GRP: Grapple check score; as D&D's GRP.
Miscellaneous Stats
The stuff that usually isn't as directly relevant in combat.
Attributes: AKA Ability Scores
Feats: Characters have only their Concept feat so far; monsters only have one.
Skills: FFZ characters just have a certain number of skills at a given rank (all skills are class skills). There are feats allowed to add more skills.
SQ: Special Qualities that don't fit anywhere else, such as the tribe/job combo abilities.
Orisha: Orisha give characters their limits; monsters usually lack Orisha, but some have them.
Equipment: If the creature or character has anything other than their naked flesh, it's listed here.
Possible Kinks To Work Out: The spells. Specifically, I'm not sure if the healing spells are going to give "too much healing." I'm enamored of having them scale at the same rate as damage spells, but being able to ignore MDF of their recipients makes them cure a heck of a lot more than enemies can usually deal. Still, this might not actually be a problem -- healing spells could be spread out among more recpients, making them effective mass-healing spells (at 1/2 magic for the second target, 1/4 for the third, 1/8 for the fourth, etc).