lol, I work with Graham
His advice is sound.
If you repeatedly load in resources, your game *will* leak memory.
Therefor logically, you must load your resources in *only once*
Having to load all 122kb of text into your heap at once is not so horrendous - there should be plenty of memory left over.
If there isn't, you need to start compromising - highlight where your most expensive assets (in terms of heap) are, and reduce/remove them.
Typically this will be images
You also need to pay attention to the order and way in which you load resources - memory fragmentation is a serious issue on early Series 60's.
Typically the best solution is to load your assets 'largest first'.
Another optimisation that you may want to look into, is keeping the txt assets in a compressed form even when in memory.
Pure text will compress down using zlib by roughly a factor of 4.
So storing your text in a compressed zlib stream in memory will save you around 60kb of heap. (taking into account the buffers needed to decompress the zlib stream efficiently)
It will obviously be slower, but no slower than streaming it from a file in a compressed jar.
The hard bit will be writing the zlib decompressor - but im sure there are many reference implementations you can 'borrow'.
cannot have them hardcoded for the same reason and also for localisation purposes.
That sounds suspiciously like coding standards, and acceptance criteria layed down by a certain publisher