You are correct that there is no way to dynamically change a titlersc during the game. However, you could use a dialog, which does allow you to do just that. The obvious drawback is that it interupts the player's control while it is displayed...
However, doing it with resources doesn't have to be as complicated as you think. First off, lining up the text and numbers shouldn't be difficult if they are both the same font size, because you have the x and y positions of everything, so you just need to match the y's, and then guess/check a few times to get the x position correct....
As for actually DEFINING all of those resources: there is a handy-dandy feature of #define that allows you to do this sort of thing in one line for each resource.
Basically, you can condense everything into 11 or 21 lines, plus one large define.
I'm not at home right now, so I can't give you exact syntax, but it works something like this:
#define my_define \
Class %1 : class base \
{ property1 = %2; }
my_define (ClassA, 1)
my_define (ClassB, 2)
...etc
In the very abstract example above, the result in your description.ext (or config.cpp; these work there too) would be two classes: ClassA (which has property1 == 1), and ClassB (which has property2 == 2). If you just imagine a more complicated example, where you have many lines that would be the same, you can see how this sort of a define can save you a TON of space (plus you get the benifits of inheritance, so if you change the define, everything else changes too).
Like I said, bad example, but I'll try to post a specific one later. Also check out my
titlersc tutorial, if you haven't already. I didn't include info on how to do these advanced defines, though; but perhaps I should...