Use an Material Parameter Collection to hold your scaling values. This way you can change just 1 or a few and get an instant result across multiple things.
For example: I have a landscape with a 4k texture and a bunch of 2k textures. I create a master scaling value to set the 4k texture UVs. Then from that I multiply by another value I can use to scale my 2k textures. Usually it’s just 2, so that all the texel-sizes come out exactly the same.
If I had a 1k texture, I’d multiply the 4k UVs by 4.
If I change the master-scaling value, ALL my textures scale appropriately.
TexCoord(0) goes into my 4k and then I multiply TexCoord(0) by my other scalars to piggy-back on the CustomUVs. Since it’s all tied back to that singular master value, changing that trickles down into the rest of my logic.