Hi everyone!
So after a few comments yesterday about the sideview battler sprites not displaying the correct weapons, I did a bit of digging. On the official RPG Maker forums, Archeia (one of the main engine developers) posted about the default asset standards and guidelines. Here’s how the sideview batter spritesheet is normally configured:

Each section is a three-frame animation, with a total of EIGHTEEN different animations. Now, the engine is looking for specific motions when an ability is used, such as taking damage or spellcasting. Now, here’s the template for the Time Fantasy assets that I’m using:

Now, you may notice that the weapon graphic is actually part of the sideview battler sheet. This isn’t normally how RMMV handles its sideview animations. I think that this is the source of my problems. Instead of tyring to rebuild the graphics to conform (which will take too much time), I’m going to have to look into Plugins that allow me to circumvent this issue.
I may have a promising lead in some of Yanfly’s Plugins; namely the Action Sequence Packs. These plugins require both the Yanfly Core Engine and the Yanfly Battle Engine Core in order to function, but they allow me to adjust the way the sideview battle system works. Only problem I’m having is that the plugins are quite complex, and I need to decipher what effects that they can manipulate. Hopefully, I’ll be able to set something up where I can swap out the battler graphics depending on what weapon the character is armed with, which would immediately fix the issue. I’d just need a ton of sideview battlers though!
So I know now what the issue is, and if all goes well, I can fix it. Anyhow, I’ll see you later with some more content!
Bibliography:
RPG Maker Forums. (2015). RPG Maker MV Templates and Guideline. [online] Available at: https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-templates-and-guideline.46839/ [Accessed 16 May 2019].