Right, these questions qill be hard to reply to, and not all of them will be answered to in a good manner.
It's better not to have an alias of "it", but I suppose it should work... You'd have to send your code to Alex to get a ifx on whether it's a Quest fault, or something in your coding.
Expect to have many more problems with your RPG system, especially if it's not planned out 100% from the start... I've changed my object/monster/etc specifications it's unbelievable.
Certain "slots" I'm guessing you mean, certain places in the status variable window... No, although I would love a feature to organise the object/inventory/status variable list... Somehow giving each object a number which organises it - and any numbers that are the same are organised alphebetically...
For each enemy - I reccomend you use object's... Give each enemy an object, and use object properties for HP/MP/etc, and use object actions for their attacks... That's what I'm doing - and infact I have alot of it done for enemy attacks, just need to have them automated, and status effect's added too.
As I said, I'd use object properties - then you can just refer to the variable:
#monstername:HP# and that will deal with the HP...
You could, alternatively use the nice variable names available - like:
monster.HP... But I don't like that - too many variable's IMO.
Where you say "sorting", I suppose you mean an internal sorting - where the computer goes through and sort's them by their speed and then goes through them one by one. I'm half way through doing this in my own system, and I took a short twist back into magic because that's more interesting

. I have to work the last bit out a bit more.
Well, if you're just checking what the user typed then just use the command "attack #whatever#" and whatever the player types after "attack" goes into #whatever#"
You'll have to clear up what you mean by that statement.
You can indeed check for the status effect's if you use object's and object properties (you can use $objectproperty( monster ; resist #attacktype# )$ to get it) or something like that... But you cannot have a variable within a variable - which usually means you want to pass-by-reference (IE, use the variable to store the name of another variable)... Quest is only pass-by-value (give the contents of a variable over, that's it).
I have yet to code my status effect code, but it will be very easy as I have it all in my head.
You've had exactly the idea I had, give the monster object an "action" as an attack... Object's in quest actually have "action's", which are procedure's - but they are stored in the object themselves... This means you don't have to go down a whole list of variable's - but just look in the monster-object you want to see the attack for.
I have this part working in my battle system. Each monster has an action, and each action can call an attack etc - or the designer can create his own attack... It works either way.
You are correct - these are incredibly difficult goals, especially with Quest (you need to know the language and know the quirks and difficult area's in which ASL restricts you) - but you can make it if you go in little steps.
Hope I helped a little.