We should be able to set a maximum font size for TextScaled-enabled GUIs.
This is important for box GUIs which can contain varying amounts of text - item descriptions, dialog boxes, etc. TextScaled is necessary if you have a large amount of text that would exceed the boundaries of the container, but it will also give you undesirable results when there is only a small amount of text in it.
Good (the standard, desired text size):
Bad (this text is needlessly large, and the font size will vary way too much):
Good (TextScaled allowing the large description to fit):
Bad (the description doesn’t fit without TextScaled on):
Text should not scale above the MaxFontSize. It should only scale down once the text at the MaxFontSize can no longer fit in the alotted area. With this functionality, TextScaled GUIs will always be able to handle any amount of text in a desirable manner.
I just don’t mess with TextScaled at all. Everything I make has a set font size. For something like your description I would put that in a scrolling frame and stick to your nice size.
In the meantime you could reduce the size of your font if the length of your string is too large (not too accurate since we don’t have monospaced fonts, but you could ballpark it. That, or hack together something with TextBounds).
Adding minimum and maximum clamping to TextScaled would be the cleanest and the best approach in my opinion - and to be honest, I think that anything that scales with GUIs should have a min and max to it, including size and position.