LOL, ahh! I see...
So, maybe instead, we should adjust the scribespells() and traindiscs() commands to unscribe "broken" spells (and disciplines) after it scribes all spells. I think there are only a small handful in this situation. It is ok for the healing ones to stay in there, because they are completely unusable if the spell file isn't adjusted. But, this Flurry disc is sloppy at best and could probably just be removed. Either that, or maybe we could just block it completely in the case SE_Flurry code.
Thanks for the info BTW, KLS
Oh, and I noticed something interesting the other day. I downloaded the spells_us.txt file from live and it now only goes up to 12999 spells. The last time before that, it was up to about 20k. So, I am assuming they did something similar to what I did with my custom spell files. I have 1 file with 9999 spells in it that I let clients download since 9999 is the max spell ID for Titanium clients and it includes every spell the client should need to know about. Then, I have another for the server which includes all 20K spells up to the last live spell file. This way, the server should know about every possible spell and never get an "unknown spell" for focus effects that can cause zone crashes. They probably did it that way to reduce bandwidth usage from patches and maybe also to keep us emu people from having the full spell file

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