Unfortunately, I'm not out to make a tool for everyone in the world. No, I don't have a plan for those issues, but I and at least one other person I know have need for text editing in a WebGL context (specifically, with WebVR work). For that, I need a canvas element that I can make into a texture.
The only previous work towards such a thing I could find was a Kickstarter that failed to deliver (https://www.kickstarter.com/projects/1241383920/open-source-...). The current status is that there is no way for any locale to have even antiquated ASCII text, highlighted, and working with editor controls, in a WebGL context.
I've done a bit of tinkering with a variety of modules for word-wrapping, etc. None of them are "fully featured" or 100% stable but I have used them in a couple of production environments.
https://github.com/mattdesl/fontpath
The WebGL module on top of that:
https://github.com/mattdesl/gl-sprite-text
The main issue I have with most text libraries (like TxtJS) is that they assume 2D canvas, or trivial WebGL applications. The bulk of the text code really just deals with laying out rectangular glyphs; the rendering (whether geometry, bitmaps, SDF, etc) should be separate so the dev can choose the best technique for their app.
An example of SDF / fontpath in action: