Actors in battle:
Regular cast:
Terra, Locke, Shadow, Cyan, Edgar, Sabin, Celes, Setzer, Relm, Strago, Mog, Gau, Gogo, Umaro;
PC special use:
Soldier (Wedge/Vicks), Soldier Locke (same but green), Merchant Locke, Leo, Banon, Ghost, Esper Terra, Imp;
NPCs seen in battle:
Kefka, Gestahl
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Statuses:
Outline-changing:
Safe (yellow), Shell (green), Haste (red), Slow (white), Stop (magenta), Reflect (blue)
Palette-effecting:
Poison (also changes the pose), Berserk (also changes the pose), Zombie (may change pose?), Vanish (all colors but outline become transparent, yet poses still occur), Freeze (not sure, but this appears to be a tint overlay), Petrify (gray- pose frozen at standing position)
Head-effecting: Dark (glasses), Poison (bubbles), Rage (little dots), Mute (thought-balloon), Condemned (timer overhead), Muddle (birdies overhead), Sleep (z's overhead, also pose is changed)
Body-effecting: Image/Blink (doubles image of sprite, alternating the views back and forth quickly), Imp (changes entire sprite set to Imp), Morph (changes sprite set to esper terra)
Pose-changing: Poison (kneels), Near Fatal (kneels), Wounded (face-down), Berserk (ready-stance), Control (spell-casting stance), Petrify (standing), Sleep (kneeling)
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So, at a minimum, you'd need all those status effects times all those battler sprites. Not to mention that many of these statuses can be applied on top of one another. For example, a vanished imp still has the imp outline, or a petrified person with reflect will still have the blue outline. Some things are not stacked (things in different categories above will stack, whereas things in the same category don't--you can't have z's for Sleep and a Mute balloon).
My point is that having separate sprites for all of those would add up exponentially, particularly if someone wants to add new sprites and new statuses. (someone like me) :P