Not sure what constitutes basic, since some of the stuff you listed is a pretty complex undertaking. I'll try to stick to general things instead of specific nits
Mixed in some bugs that really should be fixed before "basics" are considered complete. Job abilities are also kind of iffy, given the current policy/state.
- Jump and Steal/Mug use a completely separate animation method that's missing. Add shield bash, depending on when that was implemented.
- There's no way to have mobs link across the current family system, which may become increasingly relevant if families are used to specify spell pools. Think about NMs with additional TP moves that spawn near non-NMs that don't have those moves. Bug 279 is related. Specific example: King Vinegarroon would need his own pool, and would not link with any other scorpions in Western Altepa.
- Pets depop on zone.
- Monsters can't spawn (or respawn) pets. Implementing this may be easiest via the same AI that tells monsters to buff themselves, i.e. magic.
- All monsters link via sound at the moment.
- Semi-related, truesight = truesound at the moment. Bug 89.
- Weapon additional effects, et al. Needs proc rate, effect, and potency. Lack of data is going to become a problem in implementing these, but when has that held the project back?
- HP/MP% latents only work if the item is equipped while the player meets conditions, and stop working entirely once the conditions aren't met. See: Muscle Belt.
- Certain cutscenes still can't be chained together. For example, ZM5 should play 32001, then 7 (crashes client due to missing NPCs, I have >90% accurate look data if needed for testing, leaves you at a black screen regardless), then 8 and end.
- TP moves can't be made conditional (i.e., Spike flail only if enmity from behind, AV only uses Familiar/Astral Flow if Wynavs present, Omega's TP move list changes as HP is reduced)
Non-zilart, but I may be wrong about the age and some may be relevant anyway:
- Relics don't have their damage multipliers, and I'm pretty sure there's no existing way to implement that. Might be able to slip this in via additional effects.
- Item sets are kind of sketchy, and I think there's a few that just can't be done as-is. No examples come to mind atm.
- Blade/Weapon bash. Possibly shield bash.
- Elemental siphon
Okay, I think that's enough for now. If I think of anything else, I'll either edit this post or make a new one. I left out things like BLU and PUP because those are colossal undertakings in and of themselves, and they're long after Zilart.
Monster TP moves, etc
Hmm, two different ways of solving that problem, now that you've mentioned it
Either give monsters a familyID and (optional?) tp pool ID, or give families a "base" family ID so that all Coeurl subfamilies are Coeurls, for example. It'll also need to be solved for magic, potentially. I think that's a keeper.