Great to hear about the CSV support coming.
What I meant in the third question is creating a build where .txt files used by the localization system are not included into the archives or encrypted, and are left out in the open, accessible for editing.
Essentially, instead of using it to embed multiple translations, I'm trying to leverage the localization system to allow text editing without compiling new build. Client complains about some sentence? I change the .txt and all is right again, without bothersome rebuilding. But I don't know how to tell the Localization component to use an external file instead of a text asset that will be hidden in the archive during the build process.
So, for that to work, do I need to alter the localization system script (and if so, what alterations do I need there)? Or maybe, there is simply a way to tell Unity not to pack certain assets (that will solve the issue without the need to change anything in the localization script)?