Updating a single line of code on all scripts

Hello, I am working on an SCP game - all the doors have the same base code for who can and can’t open the door, and each door’s code is slightly changed by using true/false to denote whether or not a certain team can open that door. The code in question is below.

local DoorSettings = {
    Ranks = {
        [255] = true, -- [The Administrator]
        [254] = true, -- [O5-Executive]
        [200] = true, -- [O5 Council]
		[190] = true, -- [Site Engineer]
        [180] = true, -- [Site Director]
        [170] = true, -- [Level-5]
        [160] = true, -- [Level-4]
        [150] = false, -- [Level-3]
        [140] = false, -- [Level-2]
		[130] = false, -- [Level-1]
		[120] = false, -- [Level-0]
		[110] = false, -- [Class-E]
		[100] = false, -- [Class-D] 
        [0] = false, -- [Class-D] (Non-Group)
    },
    Teams = {
        -- NT
		["Joining"] = false,
		-- O5 Council
		["O5 Council"] = true,
		-- AD
		["Administrative Department"] = true,
		-- CI
		["Hostiles"] = false,
		-- CD
		["Class-D"] = false,
		-- DEA
		["Department of External Affairs"] = false,
		-- FP
		["Foundation Personnel"] = false,
		-- IB
		["Internal Security Department"] = true,
		-- IA
		["Intelligence Agency"] = true,
		-- MD
		["Medical Department"] = false,
		-- MTF
		["Mobile Task Force"] = true,
		-- RRT
		["Rapid Response Team"] = true,
		-- LD
		["Logistics Department"] = true,
		-- SCD
		["Scientific Department"] = false,
		-- SD
		["Security Department"] = false,
		-- TD
		["Technical Department"] = true,
		-- MaD
		["Manufacturing Department"] = true,
    },
	GamepassAccess = true,
	Debounce = false,
	Open = false,
	Breakable = true,
	Broken = false,
}

return DoorSettings

The issue that I’m having, is that I want to add some more teams, but the map is already build and all the doors are already in place, using this code. I could try updating them all manually but that would take too long. I have also tried using CollectionService to update all the same scripts, but that would mean that all the scripts would have the same true/false setting, which causes a problem when it allows prisoners to enter the intelligence sector. If I used CollectionService, I would have to manually go through every door and change the code for each team based on whether or not they should be allowed to enter that room.

Is there any way that this could be done more efficiently? Thank you in advance.

My best idea right now is to make a big table like
local Doors ={} and inside it have every door name like this

local Doors = {
	Door1 = {
		Ranks = {} --add whatever you want
		Teams = {} --add and change like Ranks
		GamepassAccess = true,
		Debounce = false,
		Open = false,
		Breakable = true,
		Broken = false,
		--Change all the values for each door so they match what you want...
	}
}

if you want to access it just do
Doors[Door.Name].Ranks --or whatever you want.