libgdx: More?? on Managing Assets : using TextureAtlasses and the static keyword

So I’m still struggling with finding a good way to handle my assets.
I’ve looked at Dermatfan’s tutorial on AssetLoader, but i was wondering if there was an even better way to organize and use assets.
My game has over 200 assets and a whole bunch of different classes that continuously need to grab theses assets and do something with them and I’d prefer it if every time when I need to use an asset i wouldn’t need to get them like this:

Asset.manager.get(Assets.[i]TextureName[/i], Texture.class)
+ the additional coding i need to do to pass either the Assets class around or take care of accessibility

What i woud prefer is be able to just ONLY use TextureName whenever i want to use a texture and my knowing what texture I’m referring to.

One way to do that is is the STATIC keyword. And add an import statement on every class where i want to use my Assets like:

import static Assets.*;

Now my IDE automatically grabs the right assets from my Assets class:

Here is the problem:
I know the static keyword is not very popular amongst knowledgable programmers and for good reason.
One main reason is probably due to causing context loss issues on Android devices.

But i was thinking:
"now what if i created a class holding [public static TextureRegion] fields for pointing to all my assets, so i can access/get my assets just i describes above like this:

public class ImageAssets {
	
// player pack Textures	
public static TextureRegion ship_middle, ... etc. etc.;

public ImageAssets() {
// player pack assests
//
ship_middle= AssetLoaderTest.res.getAtlas("player").findRegion("ship_middle");}
}	

Have a class that let’s me load me Texture atlasses like this:

public class ResourceHandler {

	private HashMap<String, TextureAtlas> atlases;

	public ResourceHandler() {
		atlases = new HashMap<String, TextureAtlas>();
	}
	public void loadAtlas(String path, String key) {
		atlases.put(key, new TextureAtlas(Gdx.files.internal(path)));

	}
	public TextureAtlas getAtlas(String key) {
		return atlases.get(key);
	}
}

And now i could load my Assets from in my main class and can use the “import static class.*;” statement in every class to refer to the necessary assets.
And I assume because my assets get initialized in the create() i won’t have trouble with context loss anymore.

import static com.assets.ImageAssets.*;

public class AssetLoaderTest extends ApplicationAdapter {
	SpriteBatch sb;
	ImageAssets imgAssets;

	public static ResourceHandler res;

	
	@Override
	public void create () {
		sb = new SpriteBatch();		
		res = new ResourceHandler();
		res.loadAtlas("player/player.pack", "player");
		imgAssets = new ImageAssets();
		
		
		}

	@Override
	public void render () {
		Gdx.gl.glClearColor(1, 0, 0, 1);
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
		sb.begin();
		sb.draw(ship_middle, 0, 0);
		sb.end();
	}
}

But before i start packing all my textures and coding my resource management like this I thought ask you guys what you think of it.
This code is working on my desktop. But will it cause any issues on Android/iOS devices.
What about the use of static keywords here.