My problem is in the level of detail, as always. I'm not a very good High Guard player; I don't get off on the accounting detail. That makes me a "light" wargamer.
So when I look at Traveller ship combat rules, I'm always looking at where the corners can be cut, and where there's unnecessary detail that can be simplified or even (horrors) ignored completely.
Then when I look at Traveller5 ship combat rules, I know there's a game in there somewhere, but what I read is Marc's thoughts on how combat systems interact with each other. But I don't feel like the rules are an actual *game*, as in something I could sit down with Dave McKienzie and actually play out in a satisfying or enjoyable session of blasting the bejeezus out of the bad guy's ships.
So here's how I am approaching it:
I backed off and came at it in a different direction: I told Marc to write prose on what he thinks a ship battle looks like. He has two in AOTI, and they're brief and almost without firing guns -- in other words almost completely unlike space battles. And then I wrote a little prose on what I think a ship battle might look like, and I got as far as the setup but haven't followed through with the actual BATTLE itself.
Because getting the prose out of Marc, and showing Marc prose portraying Traveller space combat in theory, is the best way to get consensus and understand what he sees. The interactions printed in Traveller5 show what numbers he's thinking about. And we have prior art of all existing other ship combat rules from other Traveller games to draw from. From there I can guesstimate and work out a playable set of rules.
I can do this because Marc likes elegant rules, too, but feels the pull to kitchen-sink things. If I get an elegant set of rules in front of him, and he likes it, he will resonate with it and we'll have a solution. Then he'll suggest a dozen tweaks, own the text, I'll stop him from over-doing it, and we'll have it.