I've now compiled most of the "core" decompiled scripts in SQ5 and been able to run the game with no apparent bugs (I'm sure there are still some/many, but they are not apparent in just walking around a handful of screens, using the inventory, bringing up dialogs, etc..).
The decompiler still has some cases where it produces bad code, but I am not going to spend the time fixing it. It's 99% there, and I can keep a small list of places that produce known bad code.
So the next step is to try to distill SQ5 down to a bare-bones template game. I'd rather use the LSL6 interpreter since it's a little newer and we know it supports 16-bit audio. But the bare-bones game is going to include at least some residual "look and feel" (i.e. the UI) code from the game it was sourced from, and the UI from LSL6 seems too stylized. Hopefully the same base code will work on the LSL6 interpreter, we'll see.