Erm...quite a bit.
Have you read the instructions for these plugins you're using commands from? Don't just go off of fragments of words that people on forums say, make sure you know what you're doing
1 - You can't put notetags inside of notetags. Putting the After Eval inside of an action sequence section doesn't do anything.
2 - That's in the wrong place, anyway, because an action sequence is what runs
during the skill. After Eval, by the definition in the instructions, runs afterward. That's like telling the engine to take a bite of its dessert during the salad course - it doesn't exist yet.
3 - What is the point of the code in your action sequence? You're saying "if the target has state 22, action effect, else action effect." That doesn't achieve anything.
I don't see why you need an action sequence for this skill at all, especially if the only command in it is "action effect" - that happens automatically when you use the skill normally. But, regardless, the After Eval has nothing to do with action sequences.
1 - I maintain this whole process would've been much easier if you just copied the state. Say state 66 has a duration of 1 turn and it's what your NoHealState_Level3 turns into. Make state 67, or whatever, be exactly the same, but with a duration of 2 turns, and it's what gets applied when you put it on directly from a skill.
2 - If there's some reason you're really opposed to that, and you want to mess with notetags, what you're trying to achieve is say "If the target didn't have this state before I hit him, so he got it from this skill, make the duration be 2."
Code:
<Pre-Damage Eval>
target.hasState=target.isStateAffected(22) ? true : false;
</Pre-Damage Eval>
<After Eval>
if (!target.hasState)
target._stateTurns[66]++;
</After Eval>
And those notetags go
outside of any others.