I actually wrote, of all things, a Cartographer command file that can dump sequences. (The actual sequences, not conditionals.) They can be inserted by Altas.

#GAME NAME: Final Fantasy II
#BLOCK NAME: Normal Attack Sequences
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $76900
#SCRIPT STOP: $771FF
#TABLE: sequence.tbl
#COMMENTS: No
#END BLOCK
#BLOCK NAME: Lunar Subterrain Attack Sequences
#TYPE: NORMAL
#METHOD: RAW
#SCRIPT START: $736C0
#SCRIPT STOP: $73ACF
#TABLE: sequence.tbl
#COMMENTS: No
#END BLOCK01=Hold\n\n
02=Mute\n\n
03=Charm\n\n
04=Blink\n\n
05=Armor\n\n
06=Shell\n\n
07=Slow\n\n
08=Fast\n\n
09=Bersk\n\n
0A=Wall\n\n
0B=White\n\n
0C=Dispel\n\n
0D=Peep\n\n
0E=Cure1\n\n
0F=Cure2\n\n
10=Cure3\n\n
11=Cure4\n\n
12=Heal\n\n
13=Life1\n\n
14=Life2\n\n
15=Size\n\n
16=Exit\n\n
17=Sight\n\n
18=Float\n\n
19=Toad\n\n
1A=Piggy\n\n
1B=Warp\n\n
1C=Venom\n\n
1D=Fire1\n\n
1E=Fire2\n\n
1F=Fire3\n\n
20=Ice-1\n\n
21=Ice-2\n\n
22=Ice-3\n\n
23=Lit-1\n\n
24=Lit-2\n\n
25=Lit-3\n\n
26=Virus\n\n
27=Weak\n\n
28=Quake\n\n
29=Sleep\n\n
2A=Stone\n\n
2B=Fatal\n\n
2C=Stop\n\n
2D=Drain\n\n
2E=Psych\n\n
2F=Meteo\n\n
30=Nuke\n\n
5F=$5F-Dummy\n\n
60=$60-Dummy\n\n
61=Gaze\n\n
62=Bluster\n\n
63=Slap\n\n
64=Powder\n\n
65=Glance\n\n
66=$66-Charm\n\n
67=Tongue\n\n
68=Curse\n\n
69=Ray\n\n
6A=Count\n\n
6B=Beak\n\n
6C=Petrify\n\n
6D=Blast\n\n
6E=Hug\n\n
6F=Breath\n\n
70=Whisper\n\n
71=Entangle\n\n
72=$72-Weak\n\n
73=Disrupt\n\n
74=ColdMist\n\n
75=Explode\n\n
76=DullSong\n\n
77=Hold Gas\n\n
78=Gas\n\n
79=Poison\n\n
7A=Maser\n\n
7B=Vanish\n\n
7C=Demolish\n\n
7D=Blk.Hole\n\n
7E=Dancing\n\n
7F=$7F-Disrupt\n\n
80=Storm\n\n
81=Magnet\n\n
82=Reaction\n\n
83=Hatch\n\n
84=Remedy\n\n
85=Absorb\n\n
86=Heal\n\n
87=Big Bang\n\n
88=Vampire\n\n
89=Digest\n\n
8A=Pollen\n\n
8B=Crush\n\n
8C=Alert\n\n
8D=Call\n\n
8E=$8E-Dummy\n\n
8F=$8F-Vanish\n\n
90=Search\n\n
91=Fission\n\n
92=Retreat\n\n
93=$93-Heal\n\n
94=Beam\n\n
95=Globe199\n\n
96=Fire\n\n
97=Blaze\n\n
98=$98-Blitz\n\n
99=Thunder\n\n
9A=D.Breath\n\n
9B=Big Wave\n\n
9C=Blizzard\n\n
9D=Wave\n\n
9E=Tornado\n\n
9F=Laser\n\n
A0=$A0-Explode\n\n
A1=$A1-Quake\n\n
A2=Emission\n\n
A3=Heat Ray\n\n
A4=Glare\n\n
A5=Odin\n\n
A6=MegaNuke\n\n
A7=Needle\n\n
A8=Counter\n\n
A9=(Increment invincibility counter)\n\n
AA=(Decrement invincibility counter)\n\n
AB=Recover\n\n
AC=Remedy\n\n
AD=(Suicide, bring in next monster)\n\n
AE=(End battle)\n\n
AF=$AF-Dummy\n\n
B0=<$B0>\n\n
B1=(Something happens to adult Rydia)\n\n
B2=<$B2>\n\n
B3=(Anna appears)\n\n
B4=(Edward/Tellah appear)\n\n
B5=(Palom/Porom appear)\n\n
B6=(Yang/Cid appear)\n\n
B7=(Golbez/FuSoYa appear)\n\n
B8=(Images disappear)\n\n
B9=<$B9>\n\n
BA=(Revive all enemies)\n\n
BB=(Zeromus shake)\n\n
BC=(Damage all allies 20)\n\n
BD=(Modify speed 248)\n\n
BE=(Restore all HP/MP)\n\n
BF=<$BF>\n\n
C0=Fight\n\n
C1=Item\n\n
C2=White-command\n\n
C3=Black\n\n
C4=Call-command\n\n
C5=Dark\n\n
C6=Jump\n\n
C7=Recall\n\n
C8=Sing\n\n
C9=Hide\n\n
CA=Heal-command\n\n
CB=Pray\n\n
CC=Aim\n\n
CD=Power\n\n
CE=Kick\n\n
CF=Bear\n\n
D0=Twin\n\n
D1=Bluff\n\n
D2=Cry\n\n
D3=Cover\n\n
D4=Peep-command\n\n
D5=Airship\n\n
D6=Dart\n\n
D7=Sneak\n\n
D8=Ninja\n\n
D9=Regen\n\n
E1=Do nothing\n\n
$E8=<Set type>,1
$E9=<Set attack>,1
$EA=<Set defense>,1
$EB=<Set magic defense>,1
$EC=<Modify speed>,1
$ED=<Set elemental defense>,1
$EE=<Set magic power>,1
$EF=<Set elemental weakness>,1
$F0=<Change gfx>,1
$F1=<Battle dialogue>,1
$F2=<Battle dialogue-suppress next attack name>,1
$F3=<Music>,1
$F4=<Set condition>,1
$F5=<Set reflex>,1
F900=Target ID 00\n\n
F901=Target DK Cecil\n\n
F902=Target Kain\n\n
F903=Target young Rydia\n\n
F904=Target Tellah\n\n
F905=Target Edward\n\n
F906=Target Rosa\n\n
F907=Target Yang\n\n
F908=Target Palom\n\n
F909=Target Porom\n\n
F90A=Target Tellah2\n\n
F90B=Target Cecil\n\n
F90C=Target Tellah3\n\n
F90D=Target Yang2\n\n
F90E=Target Cid\n\n
F90F=Target Kain2\n\n
F910=Target Rosa2\n\n
F911=Target Rydia\n\n
F912=Target Edge\n\n
F913=Target FuSoYa\n\n
F914=Target Kain3\n\n
F915=Target Golbez\n\n
F916=Target self\n\n
F917=Target all enemies\n\n
F918=Target all other enemies\n\n
F919=Target all enemies-1st type\n\n
F91A=Target all enemies-2nd type\n\n
F91B=Target all enemies-3rd type\n\n
F91C=Target party front row\n\n
F91D=Target party back row\n\n
F91E=Target one paralyzed enemy\n\n
F91F=Target one sleeping enemy\n\n
F920=Target one charmed enemy\n\n
F921=Target one critically injured enemy\n\n
F922=Target one random enemy or character\n\n
F923=Target one random enemy or character-other than self\n\n
F924=Target random enemy\n\n
F925=Target random enemy-other than self\n\n
F926=Target random front row party member\n\n
F927=Target random back row party member\n\n
F928=Target whole party\n\n
F929=Target all dead enemies\n\n
FB=Attack chain divider\n\n
FC=End attack chain\n\n
FD=Start attack chain\n\n
FE=Wait for next turn\n\n
FF=<END>\n\n\n\nIt's definitely pretty hackish, but it works, I've actually done a little editing this way. Again, it's just the sequences though, I haven't played around with conditionals. Like Grimoire suggests, Zyrthofar's editor can parse them (to some extent) so you might want to compare your output to that. I seem to remember his editor's output being a little off in the case of certain enemy attacks, which my table gets 100% correct AFAIK.

Example output:
Fight
Wait for next turn
Fight
Wait for next turn
Fight
Wait for next turn
Start attack chain
<Battle dialogue><$00>Do nothing
Attack chain divider
<Change gfx><$01>(Increment invincibility counter)
Attack chain divider
<Set condition><$81>Do nothing
End attack chain
Wait for next turn
Do nothing
Wait for next turn
Do nothing
Wait for next turn
Do nothing
Wait for next turn
Start attack chain
<Battle dialogue><$01>Do nothing
Attack chain divider
<Change gfx><$00>(Decrement invincibility counter)
Attack chain divider
<Set condition><$80>Do nothing
End attack chain
<END>
ColdMist
<Battle dialogue><$02><Battle dialogue><$03><Battle dialogue><$04><END>