if all you are changing is item and troop stats, you are better off learning python than the 2 'editor' tools.
You seem to speak good English, so you should be able to understand python no problem:
here's what a troop- entry looks like in python:
["farmer","Farmer","Farmers",tf_guarantee_armor,no_scene,reserved,fac_commoners,
[itm_cleaver,itm_knife,itm_pitch_fork,itm_sickle,itm_club,itm_stones,itm_leather_cap,itm_felt_hat,itm_felt_hat,itm_linen_tunic,itm_coarse_tunic,itm_nomad_boots,itm_wrapping_boots],
def_attrib|level(4),wp(60),knows_common,man_face_middle_1, man_face_old_2],
let's break it down now...
["farmer", = troop ID, used for reference in other python files. You can ignore it. In fact, you SHOULD NOT change it, unless you want 14 hours of eyeball-burning searching all the other python files for mention of 'farmer'
"Farmer","Farmers", = the singular and plural versions of the troop name that you will see in the game. Change this to whatever tickles you.
tf_guarantee_armor, = this troop is guaranteed to get armour. Therefore, you have to have at least 1 body-armour item in the inventory. You can add lots of [tf_] functions here, there is a list in header_troops, or just copy some from the other troops in this file.
no_scene,= this troop is not linked to a specific scene, which means he/she will crop up anywhere the game scripts tell him/her to. Again, you SHOULD NOT change it, unless you want 14 hours of eyeball-burning....
reserved, = a constant. May also be 0. DO NOT CHANGE IT. Unless you really know what you are doing....
fac_commoners, = specifies faction of troop. I think it affects party morale, possibly also chance of recruiting prisoners according to faction relation.
[itm_cleaver,itm_knife,itm_pitch_fork,itm_sickle,itm_club,itm_stones,itm_leather_cap,itm_felt_hat,itm_felt_hat,itm_linen_tunic,itm_coarse_tunic,itm_nomad_boots,itm_wrapping_boots], = items list. You can give a troop as many items as you want, up to about 70, but they will only equip the best ones that they have the ability (stats) to use. see below...
def_attrib|level(4),wp(60), = define the attributes (stats / abilities /weaponskills ), in this case, a random spread for a level 4 character. You can be as general as this, or as specific as
def_attrib|str_12|int_8|level(19),wp(80)|wp_firearm(110)|wp_archery(110) (continue to the extreme of assigning a value to each and every attribute, and weaponskill.
knows_common, = has characteristics defined by the constant "common". there are a lot of optional constants, listed near the top of the troops file, else you can just add manually things like knows_power_draw_4|knows_ironflesh_1|knows_power_draw_2|knows_athletics_2
man_face_middle_1, man_face_old_2], = sets a range of facial features, within which a random face will be generated for this troop.
Items is even easier, if you ask me, but if you are still scared by the above..... Ask for help in the modding tools board.