I don't know, there could be really good programs. I wrote my own in large part because I learn best by doing and thought it would be an interesting 'learn how to code' project. All I came in with was a little coding knowledge from summer camps as a kid, working through
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by Al Sweigart, and a lot of time on StackOverflow.
It would be doable without automation but probably hell. If you are fluent in Japanese, KiriKiri has the scenarios in plain text files you can just edit. The only tools you'd need would be the Xp3Pack.exe to unpack and repack the files, and a text editor of your choice. You'd still need to deal with repetitive lines and duplicating them, and fixing find+replace errors where they destroy something. You'll also need to go through the system files for UI stuff, but there are only a few patterns you'd need to recognise (drawText, gameText, and emb=) for those. If you are doing MTL or editing MTL, then you would spend hundreds of hours just copy-pasting lines of text into DeepL unless you automate it. Using a DeepL script translating all 43000 unique lines in Illborne still took about 50 hours, literally just copy-pasting it into the website and waiting for the output. Definitely better automated.
Automating has just been creating regular expressions to capture text, dumping it into JSON files, pushing it through a web-browser automator, and then rebuilding the text files. From a programming perspective, pretty simple, but also a lot of trial and error.
At some point I will be putting my scripts on GitHub, but I can't guarantee they'll be useful for games that are not made by peperoncino, since they'll be built to handle how they code this game and I don't know if that is always how it will be done.