Hello.
It's nothing to do with SRAPI... LFS uses its own font system. The special LFS data in the file is used to create the font texture pages in memory. The font data is created in our own font editor.
The font uses the Latin-1 character set, which covers Western Europe very well but doesn't help at all with Russian, Arabic, Chinese, Japanese, Korean, Greek and many more.
I've been researching recently, about the Unicode system which is probably the best way for LFS to support all the world's languages. But it's quite a big deal to implement it. LFS would need to generate a new font texture in memory whenever it encountered a character that it has not yet drawn. It will need to search the Windows fonts, to try to find a font that contains the required character. This is because not all computers contain a single font that covers the whole Unicode character set... and we cannot provide one either because such fonts are over 20 MB and there aren't any available for free download. There are several more complications in creating a font system that can support the Unicode character set, which contains more than 50,000 characters. Anyway, if i do find a way to get past each obstacle, then LFS could be translated using UTF-8 encoded text files, or something similar.
I think that's the only way to do it. I don't think it's really possible to simply substitute the Latin letters for Katakana or Hiragana, or Cyrillic. Because of many problems that would come up, For example the user names, which are in Latin characters, would appear as random incorrect characters. Also, when a Japanese person would meet a European person online, their Latin text would appear in random Katakana characters and wouldn't make sense.
So i think it's Unicode or nothing, really. I would want the correct characters to appear on anyone's screen, no matter where they are from, as long as there is a font on their computer which contains the required character. As i say... i have been looking into it recently, and did manage to make some characters appear on a texture. But it's a big job to to properly, with thousands of lines of code in LFS that use text strings. And i'm also researching and experimenting with other things at the moment. So i can't say if or when the Unicode support will be implemented.