I agree that your suggestion is useful, but I don't think it will be implemented any time soon.
Not having to spend wasted time having to load and manually set each font, which at this point is numbering 30+, in editor, hard setting properties for each one,
But you'll still have to spend as much time (if not more) adding images and settings of all fonts into the array.
then in code, spawning potentially 30+ text boxes for each separate element of text
My idea was that you continue developing your game with just one default spritefont object (English). And you can add 30+ spritefont objects for other languages to a separate repository layout. In runtime, if the selected language is not English, you replace the default spritefont, spawning another spritefont in its place, and copying text/size/color and all other properties to it. You will only need one "EnglishSpritefont On Created" event.