My two CrImps.
1. I dislike the ship counter spanning more than one hex. I see no need for a ship counter to be sized to a ship type, that is what Factors are for, well them and the Type Indicator. When I see BB on a counter I know it is a Capital Ship and when I see DE on the counter then I know it is a small ship.
2. Movement is very important. The lack of maneuver in High Guard is one its many and biggest flaws after the arcane, long ass digit strings. I want to be able to flank my opponent and make him/her chose which side to protect.
3. While I know some folks want the unrealistic stealth in space, I have been converted to the TINSIS (There Is No Stealth In Space) crowd. Worse yet, I think it makes things more interesting not less. About the only way to conceal (Traveller realistic) your entrance by Jump into a system is either lazy detectors (Sophonts, not computer who in reality would be doing the watching since they don't get lazy or tired) or by masking your entrance by Jumping into the system into the shadow of the local gas giant where its mass will mask the sudden gravity waves appearing and of course your Jump Flash from EM dectectors. Folks use the Age of Sail for having Nobles and Communication at the speed of Jump, but for some reason don't want another facet of that age, knowing that another ship, squadron or fleet is looking to engage you. Me, I like that concept so want to keep it, then it becomes a game of lies "Are they Dutch, Spanish, French or English ships coming at us?"
4. It is not "Smoking", it is Outgassing and it only should last one turn provided you have a good DC (Damage Control) factor since the smoking hull is really just venting its atmosphere and will only burn while it has fuel to burn. Remember the best way to stop fires in spacecraft is to vent the area to space. Fire needs to breathe just like Sophonts, you know since it alive (no really read a Fire Science textbook, they lay it out, fire needs to breathe, it eats and reproduces).
5. I am going to waste your suicide Monitors becuase I like having a Spinal pointing to my rear firing arc. Keeps those pursuers on their toes. Why only have one Spinal when two makes me twice as combat effective and as I said keeps bad guys off my butt while I flee, totally worth the extra PP. :devil:
6. To hell with Initiative, I favor simultaneous moves as the enemy doesn't know when I am moving and to where till I start maneuvering and vice versa. But if we must have Initative, I say go with the Personal Combat meme of First Attacker gives everyone else a +1 Mod to hit them. Moving first shoud be risky. Also, all orders should happen on the players turn, move, shoot, escape, whatever should all happen on your turn.
7. If Meson Screens can't disrupt a Meson attack by being in the way of the Meson Beams target, why even have them. If a Meson Screen is in the line of fire of a Meson Beam then it stops the Beam, that is the whole reason for having Escorts, to be in the way of Meson Attacks and use their Screens to protect my Captial ships. Sure they probably will be Overwhelmed and Destroyed or Mission Killed, but hey that is their job, be expendable fodder. Harsh, but true.
8. [An Edit] Ramming and Collisions are cool kids and the enemy rarely expects it. I know because in the first ever Traveller game I played in we took an enemy ship by ramming them and then boarding, which is also a nifty Age of Sail meme. Difficult, yes, but also effective if you are already at knife fighting range like the range in which Beam Weapons become useful for something other than killing incoming missiles.
9. [A second Edit] Oh and Disruption is just that, Rob, it disrupts you Task Force into a bunch of Squadrons or individual ships. It causes a loss of Command and Control, a case of every Skipper for themselves.
I may have more later, but that is it for now.