If the modder puts too long a description of ufopedia article, it will be cut, and it is fine to everyone for years. Probably we can add a scroll to a tooltip, and I saw good realizations of such UI elements. But come on. I think it's insane for a real mod that people play to use more than 10, well 15 additional properties. That could fit. Ok, maybe some handling with text resize. Let's be realistic. I can, for example, using Memmaker python tools or whatever other game designer tools to check how many entities could be in the mods like piratez or xcf, or twots, add, say, 5 to that value and it would be fine to me. I think such a tooltip can fit real people's needs. If it exceeded that reasonable value, well, dear modder, your weapon is lame, sorry, your player would have to go to the info to read full of its properties.
UPD:
I think in case we will have both meleeAlter and damageAlter on same item extremely rare and cutting it with asking the player to look for more details in INFO is fine. Also, a lot of properties have attached bool to define random. so, it would be good to merge such properties in one line in the tooltip. For example, `toHealth: 0.55` and `randomHealth: true` could be shown "To Health: 0.55; Random.", without showing "; Random" if `randomHealth: false`. So in the end entities count could be much less.