C2/4957: BD F9 3E LDA $3EF9,X (in-battle status byte 4)
C2/495A: 29 C0 AND #$C0 (only keep Dog Block and Float after battle)
C2/495C: EB XBA
C2/495D: BD E4 3E LDA $3EE4,X (in-battle status byte 1)
C2/4960: C2 30 REP #$30 (Set 16-bit Accumulator, 16-bit X and Y)
C2/4962: BC 10 30 LDY $3010,X (get offset to character info block)
C2/4965: 99 14 16 STA $1614,Y (save in-battle status bytes 1 and 4 to our
two out-of-battle status bytes)
Assuming what you see is jibberish, do the following:
Go to C2/495A (0x2495A in the rom, add 0x200 if your rom has a header. If you use FF3usMe, then your rom does) and change the 29 C0 to 29 40. That takes care of Float. Removing Vanish will require writing a new routine, since I can't seem to find if/where Magitek status is handled. At the LDA $3EE4,X (BD E4 3E) you'll need to insert 20 yy xx (JSR $xxyy). Find some free space in the bank (C2/6469-C2/6800 should have a bunch of free space, indicated by 0xFF) and make your JSR look there. At the new location, do the following:
BD E4 3E 29 EF 60
That translates to LDA $3EE4,X, AND #$EF, RTS which will take care of Vanish.
Helpful tip, JSR's don't know what headers are, so your JSR should be -0x200 whatever your location is (assuming your rom has a header). Any questions, feel free to ask.