I think it's final. I had a few breakthroughs that dominoed into a final patch. I'm a little sleep deprived, so it is possible I missed something, but I tried to double check as much as possible.
The variable width font + ascii font fix + krom's latest English patch is
hereA few things to note:
1. I upped the max number of letters per line to 0x3D (61 letters), which can only be accomplished with all i's or all l's:

2. You have to be very careful to use 0x0A's to end each text line. I'll try to add a counter to the text editor I'm working on so you know exactly how much is available. It's possible that this change may break some of the existing Japanese text if they didn't code it properly. It looks like they did, but who knows.
3. In order to deal with the choice text screens, I turned 0x2020 (i.e. space, space) into a tab. Anytime you put 2 spaces together, it'll turn into a tab.
4. I had to add a table and some extra code for the VWF. They're in a different place for the Cart and the Disk because each of them had some issue with the place I chose. It's possible that the game could get angry with these locations. I tried to place them in the error text area, but I guess for some reason it's still sometimes used. I may try to disable that to free up some space.
5. It may need some further tweaks as we do English text for text boxes besides Dr. Wright since it may use different intial values. The max length variables were buried in the code as addiu's, and there were two of them because why trust just 1
Partially because of the things mentioned above and partially because it is untested with non-Dr. Wright text boxes, I decided to call this patch VWFv0.5. Despite that, it seems to be pretty solid. As usual, let me know if you run into any problems.
Changelog:
1. Upped the max number of characters per line
2. Variable Width table and code added
3. Modified the code to allow the unchanged Ascii characters to be displayed
4. Modified the Ascii character textures to display properly
a. Within the textures, 0xF and 0xE were replaced with 0xD
b. g, p, q, and j were modified to fit better
Still to do (after a short break):
Sim City 64 text editor
Texture converters
EDIT 2018 08 14: Replaced the link to a picture with the actual picture.