Today I went through the Enemy Drops routine to see how the values in SMILE work. Not surprisingly, t's a total mess. The drop rates all have different influence over the total chance and just ergh...
So I made my own!
https://dl.dropboxusercontent.com/u/11341279/newdrops.asm
This routine basically turns the drops into a simple drop % chance based on the rate of each drop. The chance of any one drop is [Rate] / [Total Rate]. If a particular drop wouldn't give you anything, then it's values are not taken into account.
This means if all drops have a rate of 20, and you're only missing health and supers, then you have a 20/80 chance of the 4 available drops (small/big energy, supers, nothing).
If all drops have a rate of 20 except powerbombs at 60, and you're missing health, supers, powers, then you have a 20/140 chance of either small energy, big energy, supers or nothing. Powerbombs have a 60/140 chance.
The low health warning still gives extra energy, but it's now just double the rate of each energy rate. In the above example, you would have a 40/180 chance of small energy, 40/180 chance of big energy, 20/180 for supers or nothing, and 60/140 for powerbombs.
This can be applied to any hack or vanilla SM with negligable effects (over hundreds or thousands of drops, you'll see less supers/powers), but it'll make editing drop rates to how you want them MUCH easier.