If you're allowing Jump at any vector to any location (except the 100 diameter issue) then I'd go for a low-G, moderate jump high-payload design (Fat Trader with Jump-2?) and a custom delivery system.
~5 -10 TD cargo modules with EMM and camoflauge to look like a big rock, drive fuel and a computer. Also bring several hundred (cheap) inflatable aluminum balloons of various sizes that have similar signatures.
Jump into the outer system with a couple of hundred KPS vector, let loose the "Meteor shower" and pop out. A week or 5 later chunks of the meteor shower execute a high (12+) G burn for the planet and splash down at a designated delivery location.
I'd probably confuse the issue with a few Det laser heads on FIM missiles to execute attacks on any fixed orbital defences: this would have three useful effects:
1) Stop the defences from shooting at my (presumably expensive) cargo
2) Confuse the issue (were those things that entered atmosphere nukes that missed?, delivery Busses that were intended to be destroyed in re-entry so that we couldn't trace them?)
3) A convenient method of destroying (without trace) any of your "packages" that was successfully intercepted. Pity about the schmuck in the ships boat that tryed to lasoo it though...
The big difference between 18th-20th century smuggler or blockade runner vessels is that they are counting on a few things that aren't necessarily true in Traveller:
-Detection:
It's damn hard to hide in space
-Speed:
My Laser at C trumps your maximum accelleration
-Cover:
You were planning on hiding behind the planet perhaps? That's why we have more than 1 ship on blockade duty
-Reaction Speed:
One thing you are counting on as a blockade runner is that the folks trying to stop you will try not to fire on "neutrals" or cause a diplomatic incident. By the time they realize that you are a smuggler you can make a run for cover. If "customs" has no problem with applying deadly force (the 3I strikes me as pretty laid back about the occasional casualty, especially if they are entering an interdicted area) and a blockading force would have PLENTY of time to ID your bona-fides if you tried insertion. As for cover, see the previous note.
Once you have landed and delivered your cargo, what makes you think you're leaving? The fact that you are running a blockade implies that you *don't* have naval superiority. Your blockade runner is now trapped on planet for the duration. I hope the "resistance" has some nice deep caves to hide that expensive ship in
An Alternate insertion method would be jumping in at *very* high velocity with a close pass by the planet and kicking the cargo out on an INSANELY high G burn as soon as you left FTL, and jumping out as soon as you cleared 100 orbits (or jumping in at 120 radii and re-jumping as soon as you can cycle the jump drive)
This may require a second drive, and I'd reccomend large banks of batteries for fast cycle time as the cheapest "fast discharge" alternative. Tech 12 Batteries are the cheapest power per MCr (375 Mw/MCr!) and point out that you don't need a maintenance crew for them...
Scott Martin