Awesome! Can't wait to try it out!
Just curious, have you thought of making TMs reusable like they are from Generation 5 onward? Or would that be a complex procedure?
Oh trust me, reusable TMs is something I've wanted to have in this since I first added the Extras patch to the hack. There are easy ways to do it in FR/LG, but they're not full-featured in such a way that their implementation doesn't look unpolished.
One method involves a byte change that makes it so TMs aren't removed from your Bag/TM Case after use. However, the item quantity still appears. Not only that, but it is still sellable and tradeable across games. The intention is for there to be one of each TM in the game, just like the later games.
The other method is to change the "unknown" byte for each TM to the same value used for HMs. For Emerald this works fine, but in FR/LG it sticks an HM symbol on top of each TM. Now the TMs can't be sold or traded and don't display a quantity, but the inaccurate display of the HM symbol across every teachable move is an eyesore.
Then comes two problems regardless of which method is used. First: making certain TMs still purchasable in Poké Marts (specifically the Celadon Dept. Store), but not sellable. I'm not sure if there's a way to do that off the top of my head, but I don't think there is. Second: making it so TMs no longer restore PP. In Gens 1-4, TMs fill PP to the max when used. If you can use them an unlimited number of times, you'll suddenly have a permanent makeshift Ether/Elixir, which are supposed to be limited in quantity in the games. Once enough TMs are had, this can potentially be seen as game-breaking, particularly against the Elite Four. It could still be done with one-use TMs thanks to purchasable TMs, but it is highly infeasible due to high prices and move compatibility for Pokémon.
If such a way is found that alleviates all these issues, I'll add it to the hack. I want to make sure that my implementation of unlimited TM usage is just right from the start.