Nice work.
Well, what a delusion
It's a game with all smoke and no fire
If you got that to work it seem you will be able to follow what's next.
Let's take this file (i take a small one so you see all in one screen but what i tell you, is all the same for all files):
You see clearly the 3 magic words for NCLR, NCER and NCGR so this file has everything you need on it but if you worked a while with this formats, you see quickly that RGCN and RAHC are not alineated one below the other like it should be if you have x10 bytes for each line in your hex editor meaning that there is compression around.
In fact if you take a look at x260, there is a nice big x10 that is the ID for Huffman compression followed by decompressed file size (B0).
This means that you can use the same method to extract this file as you used above.
What about the other 2 files in this archive??
Well palettes are a good place where to check for unknow things because basically there are only 2 kind of palettes used in the NDS.
This palette is to big to be a 2bpp palette and to small to be a 4bpp and strangely enough, the 2 magic words (RLCN and TTLP) are alineated like they should.
Check the beginning of the line at x20 or x1E0, you have almost the same structure as the other compression but this time it's a x30.
I am not an expert in compressions but it look like that file is RLE compressed and if you check the specs of the original arc archive, you see that RLE and Huffmann are implemented there:
http://wiki.wxwidgets.org/Development:_ARC_File_Format
So what we do now?? Guess what, CT2 can handle RLE so do exactly the same you did before just change the 10 in the compression search to 30 and do the same.
When recompressing, i would recompress simply as Huffmann (the game should be able to handle it).
Here a little warning, if you try this and you recompress with Huffman and the game doesn't work anymore, it's very possible that some of those numbers in the header (the first x20bytes of the file), tell the game what file is compressed with what compression (see the original arc format specs). In that case post a message here and we can try to track those bytes.
Conclusions:
The only difference between arc and bga seems to be that bga only contains LZ77 compression and arc files have LZ77 and RLE.
Always aline the file to 16 bytes.
Decompress / recompress everything with CT2 in LZ77 mode.
Oh, I forgot, when you have extracted all files from an archive, you can name them with the right extention and naturally open them in Tinke or other programs(this is another file):
I think it's all i can tell you for now.
I wonder if there is some actual text somewhere because you have the file pzl_font12.NFTR. For what add a font file if you don't have text to write with it?? Maybe only for debug?? I didn't play this game yet.