Not sure I understand exactly what you're envisioning, but generally speaking anything that requires your freelancers scattered around the world to (a) spend time learning new software or (b) have reliable fast internet connections is going to be impractical. Game text volume can be large-ish in terms of sheer word count sometimes, but it's not typically complex to a degree that spreadsheets aren't sufficient as databases for it, and your clients themselves typically supply the text to you in spreadsheet form and want it back in those same files. (Sometimes it's merely output to spreadsheet for the sake of the localization agency, but often the spreadsheets are the exact files the developers themselves are using to make the game in the first place).
As for the line order, it's nice when the client gives you the lines in order. It's just that they simply don't always do that, and they're the boss, so you can't really gripe at them too much. (Lots of stuff doesn't really have an order anyway; you just need to know the context for how it's used, e.g. situation-dependent battle one-liners.)
I mean, usually of course story-event lines are in order. It's just, you also have cases where, say, it's not entirely clear from just the script file itself whether lines 1-39 are all one cutscene, or 1-36 are the cutscene and 37-39 are the lines the NPC repeats if you talk to them again after the cutscene. Things like that may require checking in-game if the client didn't provide clear context descriptions/labels in the script files. Some projects have more scene description/context text in their files than others.