A bump in the dark...
Last night I got caught up messing around with Tiled's automapping feature, and wasted a lot of time....I did finish up the Collision Processor at least, both for static bodies (walls) and player/monsters. I also added a LifeProcessor to handle hp reduction and entity death, and decided on a method of attack. I'm going with the Ys/Falcom style bump-to-attack. This was easy to tie into the new Collision Processor, and will hopefully be a fun mechanic. I still need to sort out a few things to handle off-center hits and player damage, but it's looking good.