Thank you for the kind words. I understand the skepticism, because we do seem to be relatively unknown for this work, but we do have a fair number of satisfied Maelstrom users, but they are somewhat "quiet" on the internet.
Fortunately, we have done some work in ERAS to automatically scale the UI for just the elements you refer, but looking at the code, I now see that we only resize them smaller for resolutions less than 1080 height, so that the full amount will fit inside the smaller screen. We don't do the reverse of that and make them larger for screen heights larger than 1080, but rather keep them at a "maximum" size of their original sizes. I agree that we should enable them to go both ways and that is a simple thing to do since we already have the code built into the ERAS scripts to resize them; we just have to eliminate the restriction that allows them to go bigger than defined.
If you would like to try it yourself, prior to an update, there are 3 files you can alter in ERAS Program\battle_interface folder:
BattleInterface.c (Sea)
LandInterface.c (Land)
WmInterface.c (World Map)
In each of those files, search for all instances of this code:
if(fHtRatio < 0.99) {
To enable it to always resize, no matter if the screen height is smaller or larger than 1080, just change all of them to always true, as an experiment:
if(true) { //if(fHtRatio < 0.99) {
The // means to ignore the rest of the line, so we leave the original code there in case you don't like the result, you can see what the script code used to be and revert back to its original form if you like. If you would like to try this and report back that it resized properly, I will change ERAS to always resize. I can also apply this change to COAS and GOF 1.2 as well, but I don't believe any resizing exists in those mods yet.
Translations take considerable work, but as you note, much of the dialog, menu, quest logs have already been done in COAS, so copying those pieces to ERAS is relatively simple. Though, we have changed/added some dialogs to some of the original files that will not be accounted for in COAS and would have to be carefully monitored in the dialog text .h files because they contain a size number at the top that has to match ERAS, not COAS. I believe the main menu was borrowed from Caribbean Tales for GOF/ERAS, so we can take those textures for the menu selections from CT (CT's RESOURCE\Textures\MainMenu\French). The most work then would be translating the Hero descriptions, Items (cargo and weapons) and Ship descriptions (RESOURCE\INI\texts\...\ ItemsDescribe.txt, HeroDescribe.txt, ShipsDescribe.txt), because those are completely different than COAS.
However, we can't do this ourselves, because none of us speak/read/write French. For a better understanding of the work involved, we just had a player (known to us as BinaryKommando) fully translate ERAS into Portuguese and gave us his resources/changes to distribute. You are welcome to Discord and you can ask him any questions you may have about his experience performing a full translation on his own and I'm sure he can offer plenty of guidance or things to look for: https://discord.gg/5S7sr5q