I think I'm just about done with patching all the script files in the msg directory, which gives a full translation of the story and NPC dialogue. I used
EDDecompiler to decompile the script files in the scenario directory of the USA PC version, which allowed me to get clean dialogue strings that mostly lined up with the vita dialogue (unfortunately the decompiler does not seem to work for SC since that game introduced new op codes that the decompiler doesn't recognize). There were a handful of new lines exclusive to the vita version (maybe 10-20); I went ahead and translated those by hand.
An issue I ran into with the msg script patch is that some lines didn't fit into the dialogue box:
Since the font is fixed-width, I counted the number of characters that fit in a line and implemented word wrapping in my python script. It helped.
But in some situations, the text box doesn't allow more than three lines:
To combat this, I prioritized fitting the dialogue into 3 lines when the text box size won't fit more than 3 rows.
A bit ugly, but I think it's the best I can do, unless someone has any ideas on how to hack a smaller font size or use a different font entirely. I know that the vita version uses the font in data/system/vitafont2bit.fnt, but I don't know if there's anything we can do with it.
One important thing that remains in Japanese is all dialogue prompt options. These aren't stored in the msg scripts; they're stored in the original scenario folder script files, which are more difficult to edit. I'm going to look into how to edit these next. I think this is the last piece of the puzzle.