Like-Like:
A standard ZC enemy. I recommend DoR CSet 0 or 6.

Rupee Like:
With the advent of version 2.5, rupee-eating Like-Likes are now possible, though they work very similarly to shield-eating Like-Likes. I have included sprites for each of six matching rupee types: green (1), blue (5), red (20), purple (50), silver (100), and gold (200). You could take the Minish Cap route and have them drop a matching-color rupee when defeated.

Unfortunately, there's no easy way to make them "impersonate" rupees, but otherwise they're pretty functional.

Bombarossa:
In Minish Cap, these enemies float in one place without moving, but explode when touched. I'm not sure this is possible in ZC, but you can at least mimic the exploding-on-impact by assigning them as Bombchu enemies.
Three versions are available, one for each of three different CSets. Choose the one you like best and assign it to the corresponding CSet.

Vaati:
I saw the sprites for "Vaati Transfigured" and thought "little eyeballs surrounding a big eyeball...hey, this is a lot like a Patra." :) So here are some Vaati edits, ready to be assigned as a BS Patra. You will probably want to make it stronger and give it fireball projectiles, too.
NOTE: Vaati uses a custom CSet. You will probably want to rip it into the PAL CSet section, using BS Patra's old-fashioned CSet setup.

Tingle:
Well, this one is obviously a joke. ;) MC doesn't have an Aquamentus, so I ripped in the Tingle sprites in its place. I suppose you can use it as an actual Aquamentus, if you want to carry the joke one step further....

Tektite:
Nothing terribly unusual here. Blue Tektites are CSet 7, Red Tektites are CSet 8. They don't use the same sprites, though, as some recoloring was necessary.

Stalfos:
Aha, this was a big one. MC Stalfos have a "firing" animation where they spin their arms in a circle with their heads wobbling up and down. I used that for both the "prep" and "firing" animations. Both colors use CSet 11, with different sprites. Bone projectiles are provided in the right-hand column.
The trouble here is that to give them a bone projectile, you'll have to assign it as either an "enemy rock" or an "enemy spear," which may interfere with your Octoroks or Moblins. If you assign Stalfos and Octoroks to shoot the same projectile, use the grey rock sprites on this page; perhaps they'll look passable as "bone chunks."

Ghini:
A standard ZC enemy. Nothing unusual here; you can use just the first row for a regular "walker" Ghini enemy. An eight-directional Ghini will need both rows.

Pesto:
This is actually a Minish-sized enemy in the game, but I thought it'd work well in ZC. As it flies and faces 8 directions, I recommend using the sprites for an enemy with Keese-type movement. SHould probably have enough HP to withstand 2 or 3 hits.

Bob-omb:
This is one of the Super Mario enemy cameos in Minish Cap. If you ask me, they make PERFECT Bombchus. :)

Chaser:
This is a variety of trap found in Minish Cap. You can use them literally for "traps" in ZC, or you can use them as slow-moving, invincible walker enemies. Rope-type movement would be appropriate. As spinning enemies, they don't face any particular direction.

Spiked Beetle:
This is an enemy that will definitely require the enemy editor. Since you can't flip them over, the only interpretation that makes sense to me is to make them invulnerable to all weapons except the Hammer. I'd recommend giving them enough HP to withstand 2 or more hits from the hammer.

Wisp:
While these are called "Wisps" in MC, it's obvious that they are the same enemies as Zelda 1's "Bubbles." It'll be necessary to have them act more like Zelda 1 than MC. Sprites are available for red amd blue versions.

Peahat:
Fitting these into one tile was a bit of a squish, but it worked. You can use these sprites for red and blue Peahats, if you feel like annoying the player at two different levels.

Trap:
Good old Zelda traps. A wide variety of colors are available in different CSets. Make sure you rip the tiles that correspond to the color(s) you want.

Beetle:
This is a Minish Cap enemy that also appeared in the earlier Gameboy Zelda games which doesn't have a clear equivalent in ZC. You might want to make them into weak enemies that come in large numbers and beeline it directly towards Link.  It's not really possible to make them "grab" Link the way they do in MC, but you could always have them "eat" Link without eating his shield or anything. The problem is that Link can't move or be damaged while "eaten," so it isn't as much of a detriment.
NOTE: The animation is, in fact, slightly different according to the direction the Beetle is walking, even though the sprites don't actually have a front or back end.

Ropes:
Standard ZC enemy. Six colors are available. Pick the color(s) you want and rip away!

Mold Worm:
This is a Minish-sized enemy, but it is so similar to moldorms (even the name sounds like them) that I wanted to include them as a moldorm alternative. I've colored them for 5 different DoR CSets. Pick the color(s) you want and rip the corresponding tiles!
NOTE: You might alternatively wish to use these tiles for Lanmolas enemies. This is perfectly possible, although the layout will be slightly different since Lanmolas doesn't use diagonal sprites. Check the default DoR Lanmolas sprites and try ripping the Mold Warm tiles over them one row at a time.

Moldorm:
Standard ZC enemy, but I recommend you use the enemy editor to speed them up a little bit. 5 colors are available. You might want to use the enemy editor to change the number of segments various Moldorm colors have, so each color can be longer (and perhaps faster) than the previous ones.

Gel and Zol (Four Swords):
MC Chuchus are notoriously difficult to animate in a 16x16 sprite, and imitating their movement pattern in ZC would be impossible, so instead, I chose to rip the Gel and Zol sprites from Four Swords. The style matches MC exactly, so I find them quite appropriate.
Gels and Zols are separate enemies, but if you have Zols, obviously you'll need Gels. These tiles are extremely versatile -- between the two sets of sprites you should have your choice between 14 different colors. :)

Anti-Fairy:
In Minish Cap, these enemies clung to walls and orbited the room. I'm not sure whether this movement time is possible without scripting, but they make perfectly good Bubbles. In Minish Cap, hitting one with a Boomerang would turn it into a fairy. With the enemy editor, you can imitate this by giving them a single vulnerability, and assigning an item drop set that gives a fairy 100% of the time.

Keese:
Standard ZC enemy. These sprites are by far the most versatile since they're almost entirely black. Personally, I recommend CSet 0 since it's the darkest in DoR.

Crow/Takkuri:
You can use these for an alternative Keese-type enemy. In Minish Cap, the red ones are "Takkuri," which steal rupees. You can simulate this in the ZC enemy editor with the "Lose Rupees" touch effect.

Octorok:
MC Octoroks have appeared on PureZC previously, but here these tiles are expanded: they include firing animations and more colors. Also, in the lower-right, I've included the Minish Cap "rock" sprite animation, which uses DoR CSet 0.

Leever:
These MC Leevers have a very sophisticated animation that I believe you will find looks very good. In order to make it work properly, you need to use a mixture of 8-bit and 4-bit:
First, pick the colors you want to rip into ZC. The righthand column gives CSet recommendations for each set of sprites. Rip all of the tiles into ZQuest via 4-bit mode.
After that, look at the rows where the Leever is completely underground ("submerged"). You're going to want JUST those rows to always show in CSet 5. switch to DoR CSet 5 and highlight a row of submerged tiles, then hold SHIFT and press "B" to convert to 8-bit. Doing it this way will retain the transparent pixels. All mC Leevers use the same "submerged" tiles, so you can copy/paste that row to the other Leevers you rip.
If you look at the bottom-right of this page, there are some dirt mounds that I got from the Mold Worm animation. If you prefer them, you can use these for your "sumberged" Leever animation. The very last tile may be difficult to work into the animation, though, which is why I separated it.

Helmasaurs:
In the past, tilesets have assigned this as a level 1 Darknut. However, with the newest enemy editor, it is possible to make enemies shielded not just from the front, but also on the SIDES. This matches Helmasaurs more closely, since they are supposed to only be vulnerable from the very rear.
Keep in mind that this increases the difficulty of an enemy quite a bit. In order to offset that, you may want to keep the "Homing" factor fairly low, or have your Helmasaurs move quite slowly.
Maskless tiles are included. As with shieldless Darknut tiles, these are optional. Helmasaurs are traditionally weak to the Hookshot (and Gust Jar), but ZC isn't capable of having the Hookshot disarm enemy shields, so you might want to keep broken shields disabled. That's up to you.

