The Command Staff talent is hard-coded to assume that the player is wielding only one staff, and that said staff is in the mainhand. That's not true for some types of characters, though; consider, for instance,
GrayStillPlays' dual-short-staff Reaver build, or various Adventurer builds that wield a staff in the TK slot (notably a couple that I'm running ATM, hence the sudden interest…

). Now, this is the sort of thing that I whipped up
Mindstar Tuning to address for mindstars, so it makes sense to whip up another addon for this case — hence my new
Command Multiple Staffs addon.
This addon modifies the Command Staff talent in two ways:
- If you're wielding a single staff, but it's in a non-standard place (most likely offhand or TK slot), it should work basically the same as before, except that it actually, well, works.

- If you're wielding multiple staffs (hence the name), it will first prompt you to choose one of them, and then should proceed as before.
(NPCs, as it happens, can also use the Command Staff talent, but changing the AI to process all of this in a sensible manner turned out to be annoyingly difficult, so we leave the default handling in place for NPCs, on the theory that none of them are going to be wielding a non-mainhand staff anyway. We Apologize for the Inconvenience.™

)
Now, this could go into ZOmnibus and ZOmnibus Lite pretty easily, I think, but I'm undecided on whether this counts as a "bugfix" addon that would need to be clawed back out if the issue ever gets fixed in the main module.