Here's how I dealt with this.
- Work though the area affected using ')' to skip a rev at a time and marking the beginning and end of the crick sections so they're there for future reference
- Pick a representative section, select it and scan. Start at level 6 with max percussion protection
- Iterate through increasingly powerful click repairs until you've got the least aggressive settings that'll give you acceptable results
- Then it's just a matter of selecting between the markers for each crick, repeating the click removal and checking everything is OK
- Sit back, relieved it's all over
I tried manual click repair and patching, but found neither worked well for a noise that was made up of a bunch of relatively close but not very peaky transients.
Manual click repair would have worked, eventually, but because the individual crick components weren't close enough to be covered by a single repair I found I had to had to find and correct a dozen or more elements for each crick. Too tedious. Patching sometimes worked, and sometimes didn't, often, to get rid of a crick I'd have to use so much that it caused other equally intrusive artefacts to appear in place of the crick.
So it took a while, but I'm happy with the result.
About the only think I can think of that would have speeded it would be to be able to tell VS to apply the same correction between a selected set of marker pairs. But, honestly, just writing the sentence seems like a lot of work...