Drama is conflict. Now, there are different sources of confict in an rpg, and I do love a great role playing encounter. But, I think most would agree that combat is the root of most RPGs.
Hmmm....
I'm trying to imagin Aliens, Outland, Battlestar Galactica, Firefly, Babylon 5, Star Wars, Flash Gordon, Buck Rogers, and other great science fiction films and TV shows without combat.
Sure, I enjoyed Silent Running, but one combat session a year? I don't think that would fly in most groups unless you only played a few sessions each year.
I mean, Traveller is pretty heavily influenced by military tropes. Combat does seem central to most people's games.
Even Star Trek has a decent dose of action and combat between it's non-violent stories.
That's a pretty big bite of cheese, you're eating there.
Classic Traveller can be deadly. But, throw in some armor and use the cover and concealment rules. Combat ain't that bad. Nobody's really hurt until two stats go to zero. And, limit civilians to civilian weaponry (keeping Book 4 for the militaries)...you can run a lot of combat, using the Traveller rules, just like they are.
Are you saying that T5 does not need a good combat system, just because you don't use it in your games?
Slick goal post movement there.
Looking at your list, it seems pretty much limited to one type of adventure.
If I want to hack'n'slash, I'll play AD&D. Our characters are not a cross between "Mary Sue" and a Munchkin. Hell, I don't think any of our group had any gun skill over 2. There are more important skills. Mine is handgun-1. And that is plenty.
Our characters are not extraordinary characters doing extraordinary things. They are ordinary people doing extraordinary things.
Drama doesn't require gunplay.
If you are getting in gunfights in civilization (outside of a declared war), and aren't getting thrown in the pokey, you have a shitty GM. Law levels exist in Traveller for a reason. Most of the examples you gave, you are either a member of a military/law enforcement agency or they take place in an area where law enforcement is, well, spotty. Or you are in a war/rebellion.
None of those really exist in the Spinward Marches. Starports are run by the Imperium/Sword World/Darrian/Zhodani Government and they have Marines in Battledress (or their equivalent) on call. Or you are outside of those jurisdictions and subject to local law. Most of which will outgun you and have extradition treaties, if they don't. Governments take things like murder seriously.
We have spent the past 3 years or so in a espionage campaign with some slight detours into mercantile operations (as part of our cover, we needed to actually show a profit.) and archeology (as a side show).
Our group worked for Darrian Intelligence - (Yes, if caught, they would deny any knowledge of our existence.) If we are pooping and snooping in the Sword Worlds, we don't want gunplay.
1. Getting a Darrian Intelligence agent out of a secured Sword Worlds facility without gun-play is a bit harder than going in with guns blazing - and with that approach, we would have been in the next cell over.
2. Breaking into the Sword World's equivalent of Langley is dramatic, and tension-filled. But gun-play would have ruined all of that. The idea is to get in and get out with no one the wiser.
3. Sitting across from your sworn enemy at a Black Jack table and taking him to the cleaners can be dramatic, and tension filled. But the casino isn't going to allow sore losers to start shooting. Even with that, there is the "How do I get out of the casino and back to the ship without getting done in".
4. Being trapped in jump space on a ship with an E-Circuit that thinks the crew is an aberration and needs to be removed isn't something that can be solved with a BFG.
5. Sneaking into opposition space and delivering needed supplies to the "Freedom Fighters" your government is supporting is not enhanced by getting into gunfights with the local police.
6. Sneaking into closed space to track enemy warships and gather valuable intelligence doesn't lend itself to gunplay.
7. Chasing down and securing a ghost ship from the Darrian Golden Age (TL16 warship) takes reasoning and deduction, not shooting.
8. When you need to take your target alive, you need the threat of violence - not the execution of violence.
9. Discovering an Ancient facility that has doors that open into the future isn't going to be improved by shooting the locals.
10. Being hired to bring a Chamax breeding pair back to an eccentric patron doesn't require gunplay. After all, if you kill the breeding pair, you aren't getting paid.
11. And then there were the short cons & long cons we ran just for grins and giggles.
My group's last misadventure with personal combat:
As part of our cover, we were hired to recover a ship that had skipped on their payments. The ship was on the burn list, so deadly force was authorized. The doctor in our party whipped up a little nerve agent specific to Vargr. It wasn't until after we had killed half the crew and seized the ship that we discovered that we had seized the wrong ship.
Oops.
Now we are looking at charges of Piracy, Mass Murder, and the production of biological weapons - in Imperial space - and we aren't Imperial Citizens. For those of you keeping score at home that is 3 death sentences. And of course, we were disavowed by Darrian Intelligence.
What I am saying is our group isn't interested in doing combat ops. None of us found it to be fun or entertaining.
Our adventures take place in civilization. In civilized societies, you simply can't run around letting your weapon do your thinking. The government has more weaponry and resources than a Traveller. You get in a firefight, even if you get off planet, the fact that you were in one is going to follow you around courtesy of the X-boat network.
There are many careers tracks available other than mercenary. None of our characters had a combat background, which was a subtle hint to the GM that we weren't interested in a Rambo campaign.
With my group, the players have to think. The problems that we deal with are not solved by weaponry, well, not personal weaponry. If we have a hardened target, we drop a rock on them, and pick over the wreckage. Problem solved.
Now that the 5th Frontier war is kicking off (in our game universe), we are getting the hell out of Dodge. We have set a number of tripwires for our backers (Darrian Intelligence), and the Federation of Arden. Wars can be messy, so we are bowing out quietly, and we are going to run Grand Explorations out around the Fulani sector.
My group is into problem-solving, enigmas, and discovering the deep secrets of charted space, not combat.
YMMV.