To my knowledge you can't have an array of SSBOs in OpenGL. You could have one SSBO for everything, but that makes other things very difficult, like how to deal with dynamically growing scenes, loading and unloading models, etc.
(3) "Do we allow arrays of shader storage blocks?
RESOLVED: Yes; we already allow arrays of uniform blocks, where each
block instance has an identical layout but is backed by a separate
buffer object. It seems like we should do this here for consistency.
PS: You could also access data through bindless textures, though you would need to deal with ugly wrappers to unpack structs from image formats.
I wanted to say that with some compiler hacking it should be possible to lower SPIR-V using GL_EXT_buffer_reference into bindless image loads, but SPIR-V doesn't have standardized bindless texture, duh!