Do you have a sample stack that show
the approach that you described?

No, but here's the code I am using, and it appears to be working:

on loadGameFonts
  global gameFonts
  # gameFonts is the folder that holds several custom fonts
  set the directory to gameFonts
  put the files into fileList
  filter fileList with "*.ttf" # delete all non-ttf-font files
  repeat for each line x in fileList
    put gameFonts & "/" & x into theFont
    revFontLoad theFont
  end repeat

# now all the fonts are loaded and can be used in Rev
# in case a font doesn't load for whatever reason,
# cycle thru the fonts as a heirarchy, setting the font
# of the stack to firstChoice, secondChoice, thirdChoice, etc.

  # set font heirarchy using the name of the font as
  # it appears in the fontNames, as the fontNames may contain
  # several variations of a font and I want a very specific variation,
  # I put the full, unedited name of the font I want
  # The following is an example, these are not the actual fonts I used
  # The dash-number will set the font size as each font may require a
  # different font size to give a similar size result

put "Arial-20,Trebuchet Bold-18,Goudy Old Style-24,Big Caslon-20,Lucida Bright-18" into tit

  set the wholeMatches to true
  # so that it doesn't match plain old "Trebuchet" to "Trebuchet Bold"
  repeat for each item x in tit
    set the itemDel to "-"
    if item 1 of x is among the lines of the fontNames then
      set the textFont of stack "nameOfMainStack" to \
          item 1 of x
      set the textSize of stack "nameOfMainStack" to \
          item 2 of x
      exit repeat
    end if
    set the itemDel to comma
  end repeat

# none of the fields have a font set so they will use the font of the stack itself

# the only issue needing to be resolved is that you cannot set the line height of a stack
# so if you want that to change depending on the font chosen, you'll need to
# do some sort of handler to change the line height of each specific field based on
# the font

end loadGameFonts
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