I uploaded an update with the gauge positioning parameters. As always, if anything doesn't work properly on them, let me know!
Edit: I finally figured what was happening with Guard. It was not exactly a bug, but instead a consequence of the different battle format: Guard lasts for zero turns, meaning it is removed at the end of the turn that it is used... the difference was that in default RM combat, a "turn" contains all the attacks of all battlers before its end. Effectively, status effects in default RM combat "lasts 1 turn longer" (this isn't exactly what happens, but it's a close approximate), than in my system... or rather, they last 1 turn less in my system.
To make up for this, I've re-adjusted status effects to have a lasting duration increased by +1 turn, since the first turn of positive status effects is almost irrelevant in my system. This change does affect the total Healing or Damage that a Regen/Poison spell with limited turn duration would do (by increasing total ticks by one), so adjust their values accordingly if you think they might become a problem; and it does mean that Stuns and such will make the target lose N+1 actions, so if you want to have a single turn stun, you'd better set it to end at the end of Action instead of turn.
As a side note, if you use the parameter End-of-Turn Effects = 1 (default is 0), then I do not recommend that you use the default Guard. It doesn't make much sense together with that option (though it does work, it's just my personal opinion here).