"Tricky" is more promising than "Impossible".

[Pre-disclaimer for the below text: I could be misunderstanding how something works, since this part of the codebase is all pretty new to me.]
The troublesome bit conceptually is that it doesn't seem safe to actually modify the offsets on the texture -- if you've got two imps side-by-side displaying TROOA1 and one of them calls A_SpriteOffset, wouldn't it affect both actors? Seems more like the question would be "Can we pass this piece of actor data to the renderers?"
Looking into it a bit more, this at least seems easy to do in the software renderers (standard and SoftPoly) since the relevant functions both have AActor pointers handy for consumption. It's GL I'm worried about.