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There are a ton of enemies throughout the game that can poison you, especially in and around the Marsh Cave, so always keep a stock of 20 antidotes or else you'll have to waste magic removing it.
While not too many enemies cause Petrification (compared to Poison), those that can tend to attack in large groups, so the chance of at least one of your character being Petrified is good. A Petrified character is as good as dead and won't gain experience.
Potions are a cheap but effective way of restoring a character's health without having to use magic. Even parties with White Mages should keep a stock of potions on them since magic is limited, especially early in the game. Later on you get weapons and armor that can cast Heal2, but even then potions are a good back up.
Sleeping bags are the weakest of the shelters, and are more for saving than for restoring. They are, however, the cheapest shelter by far.
Tents are a more powerful shelter than sleeping bags, and are useful for restoring any HP lost while traveling a long ways to a dungeon, such as the Marsh Cave or Citadel of Trials.
The cottage is basically a portable inn and will restore not only HP, but MP as well. Very expensive, but useful when traveling to a dungeon means going through a swarm of strong enemies, such as when going to and coming back from the Ice Cavern.
Removes the Silence status, but not as useful as it appears. It is quite possible to go through the entire game without being silenced, much less be in dire need of removing it. However, since they are dirt cheap, you might as well buy 10 or so just in case.
How useful Ethers are depends on your party and fighting style. White and Black Mages/Wizards have plenty of MP, so you may not need ethers at all. Red Mage have much less so you may run out. Additionally, if your party relies on magic heavily (such as when using four Mages) you may also need to refill your MP.
As with the Echo Grass, you'll probably never need Eye Drops, but since they're cheap go ahead and buy a few. While there are more than a few commonly encountered enemies that can cause Dark, the aliment doesn't actually do much. Chances are that even when Darkened you won't notice much difference in how much damage you can do.
Their usefulness should be pretty obvious since having 99 hi-potions in addition to 99 potions quadruples your healing power. They are expensive in the beginning, but early on regular potions can do more than enough healing. By the time potions just don't cut it any more, you'll be able to afford these easily enough.
Revives a dead character. Obviously you need as many of these as you can get your hands on since the only other way of reviving is via magic (that only Red Wizards, White Mages, and White Wizards can learn midway through the game) or by walking all the way back to a town and reviving your player at a church. Sleeping at an inn will not revive fallen team members, so don't waste your money.
In theory, a great item. In reality, fairly useless. While it can cure Dark, Silence, Sleep, and Paralysis, they all wear off automatically after the battle end. Not to mention that Sleep is rare and Dark/Silence are very ineffective. The only aliment that you really could be bothered using this on is Poison, but antidotes cost a thirtieth as much.