Those look fine. I especially like Declaration 1...since it can lead to further stories in the future.
Another way is to use it as a social maneuver or attack to convince the Professor to sell you the map.
Depending on how you set up the conflict, you could decide that the Professor needs money and that a resource roll of +'X' will convince the Professor to sell it.
Or, as part of a social conflict, the player could use resources instead of rapport to attack or maneuver the professor.
Depending on the goals of the Professor and the player, Resources could act as the primary social skill(if money is the main theme of the conflict) or it could modify Rapport, or it could be used for a singular roll.
As far as generic resource usefulness, it's great for declarations to 'just happen to have' stuff when you need it. I had a character with the Filthy lucre stunt and maxed Resources and it, often, came in handy to have expensive stuff on hand.
"Oh, we need a car? Yeah, let's go to my garage - I have 3 cars."
"We need walkie-talkies? Sure, give me an hour and I'll get us some good ones." I didn't even need to roll half the time.
It helped that I had an aspect relating to the fact that I was filthy rich.