If you only have a limited amount of text like that you could just pre-draw the text to images. I'm sure there are programs with font rasterizers that don't glitch like the one in some browsers.
If your text can be a lot of different things you could instead try using a spritefont to do it. To do the outline you'd have two spritefonts, one for the outline, and one for the normal text. You'd just draw the outline first and place the text over it.
Here's a test of that idea. I didn't use a generator that is easily adaptable to the spritefont object, but it's simple enough to use a tilebg to draw it char by char. There is some tighter kernelling in the json, but I didn't bother with that. The outline width is baked at 10px.
dropbox.com/scl/fi/lzm4uaui3n7vs34tqt08v/tiledbg_based_text_with_outline.c3p
As an exercise you can make the text scalable. You just need to multiply most values by a scale number. However, that would change the outline width as well.
You could also extend the idea by using an sdf spritefont. There is a threshold effect that could be used to convert the sdf to crisp letters. Also, you could use the same sdf to draw outlines with dynamic widths. You'd have to test to see if that effect is up for the job.