Okay, I'm going to actually make this play nice and look nice now. Thanks for the one suggestion from AliveDrive.
EDIT: got the new layout done, it frees up a lot more space. I'm going to add icons to the rolling command window, make the status window look nicer, and fix the bars so that they don't update instantly.
EDIT2: screenshot. Shows my repositioning of some of the windows and my idea for the status window.
EDIT3: well, I just made some really cool bars, but they lag a good deal (20-30 fps) because RMXP has no power and can't handle redrawing them every frame. The good news is that if I limit it to updating only when nothing else is happening (after the hit is complete but before the next turn), it lags much less. Now to explain what they do. You know the pokemon bars where the bar and numbers decrease at a constant rate once you get hit until they arrive at your new hp? I made something similar, but for all stats, and integrated it with my physics so that it makes a nice smooth movement to the final hp/sp/mp. Once I get the bars done, I just have to touch up the help window to make sure descriptions don't get cut off and then the battle system will be ready for the demo.
EDIT4: well I finally tried only updating the bars on their own, but it just takes too long and introduces a lot of extra waiting time for the player, making battles go slower. I guess my only option is to optimize the bars to draw in parts
EDIT5: Well, I didn't really think it was possible, but I just optimized the HP bars and they update every frame with ZERO lag. There is hope!
EDIT6: YUHS! Bars are complete, the status window updates every frame, I get 38-39 FPS (normal), everything is smooth. Have to do the same setup on the enemy bars and fix the info window, then I shall post up the new version!