I'm sorry if you felt slighted, my intention wasn't to offend anyone. But unfortunately its a truth I've observed all too often over the years. When it comes to writing a game to be marketed, you have to look at what is sellable. The reality is, the majority of players are just not as technical minded as has been the level of conversation here. Put another way, you guys are waaaaaaaay over the average persons head.
The problem is that since 1980 the gaming industry has been in a steady decline. In 1983 the 1st print run for corerule AD&D books was 200,000 copies IIRC, with total sales for a main book being around 1,000,000 copies sold. Currently, game sales, including AD&D, rarely exceed 50,000 copies total. Print runs for mainstream games are generally 10,000 copies. For small press games print runs are more typically 2,000 and sometimes even that is being overly optimistic. In 2009, for the first time, a game out sold AD&D (Pathfinder which is a d20 game published by Piazo). The jury is still out as to whether that is a good sign or a bad sign. The point of all this is that the market has shrunk and if the industry... the hobby... is going to survive, then RPGs have to have wider appeal and start drawing in new gamers (particularly younger gamers which now account for less than 1/3 of the market demographic).
Physics arguments don't have wide appeal. Sorry, but its the truth.
You are right, different people have different levels of suspension of disbelief and that's part of the difficulty in writing science fiction (whether we're talking games, books or movie scripts). Physics grognards tend to have a very low "tolerance", because of their education they see things wrong that the average person won't... and are thus bothered by things the average person doesn't even consider. On the other hand, go too far to the other extreme and you get levels fiction even the average person can't accept, Fading Suns is sometimes guilty of this, particularly when it comes to how it handles combat (which borders on the absurd). So who is the "average" person, that's the $64 question every writer asks themself... its undefined, but its one of the most important variable to consider. That's where the Art of writing comes into it, some writers very intuitively tune into that, others miss it completely (which is why we end up with movies like MegaFault and Terrordactyl on the Sci-fi movie... movies you have to make fun of cause NOBODY can take them serious). Other authors produce things like Star Wars which manage to captivate the imaginations of large audiences.
You are right, there will never be 100% agreement. There will always be some who think there's too much science involved (probably the same ones who think there isn't enough skin in it) and there will always be those who think the science isn't factual enough. Try to make either of those groups happy and you'll have a flop on your hands. The market you have to appeal to if you want to make enough money to keep in business is somewhere inbetween. So the trick is to avoid going to far in either the direction of
Science Fiction or Science
Fiction (nice way of hi-lighting it btw) and instead find the balance of
Science Fiction (and if that gets quoted without the bold, someone is going to get REALLY confused! LOL)
I do appreciate the attempt, honestly I do. I especially appreciate your being fairly dispassionate, that is objective, in how you presented it. I'm enough of a gearheaded grognard to appreciate the math. Its just that I also learned a long time ago that if you show that math to say... 8 out of 10 people, you get a blank stare. It doesn't help make the game more enjoyable for them, it in fact detracts from it. For most people that sort of thing doesn't spark the imagination, it constrains it. It doesn't inspire them to tell a story, it distracts from it. That concerns me, particularly since I'd like to see this hobby and industry which has to one degree or another been a part of my life for 30 years, get a second wind.
When I started this thread, this is specifically what was on my mind. I'd read in various threads that some thought this or that was missing from Traveller. Sometimes, I'd even go so far as to say often, this turns out to be a case of things not being explained well enough rather than actually missing. Sometimes its best not to explain the science behind something... either because you can't (and you guys have illustrated in exacting detail some good examples of that), or because you run the risk that some discovery in 10 years, or 5 years, or next month will invalidate what you wrote. That can be rough on the shelf life of your product. There is a certain necessity for a degree of vagueness and "handwavium" in science fiction (again, whether we are talking Traveller, movies or books). But, on the other hand, sometimes suspension of disbelief can be killed by a lack of an explanation. For example, take the IR heat signature debate. There's two ways of handling it, and both require choice be made first. That choice is this... how are thing susposed to work in the game , not according to science but according to the intention of the game itself? Once you know that, then you can either try to explain it, or explain it away, with hard science. That's sometimes necessary, but often is the hard way to do things. What's easier, if you've the knack for it, it so give it a plausible explanation that actually avoids the technical science. Sometimes the smart move is to simply avoid the argument in the first place.
For example, prove a jump drive can't work (please don't anyone try, it was rhetorical LOL). You can't, nobody knows how a jump drive supposedly works in the first place. But the idea is plausible, the explanation we do have is plausible enough that most people never ask the question (admittedly that might not be the best example, but hopefully you get my point). Taking Virus as another example... lots of people hated it in part because there was no plausible explanation for it, as a result a lot of people asked questions for which there aren't answers and that resulted in the generally negative reaction. In science fiction you can never answer all the questions (in fact you can generally only answer a very few of them), one of the tricks to good fiction is making it plausible enough your audience doesn't think to ask in the first place.

So going back to nanotechnology as another example, the problem isn't the hard science, nor is it that it isn't present in Traveller, the actual problem is that Traveller lacks a plausible explanation regarding the role of nanotech in the Traveller universe. I suspect that's all that's need for most things.
Give it a try, take the assumption that most ships aren't equipped for stealth operations... without resorting to actual science formulas... explain that in lay terms (for this purpose, forget what the rules do or don't say, just run with it as a creative exercise). Now, lets assume that as Game Authors (just for fun), we decide it would be fun and enjoyable if there was some stealth tech that would allow a properly equipped starship to avoid detection, or at least have a chance at it. Again, just as an exercise, in mainly lay language, explain how that might be possible, run with it. Feel free to put some limits on it (for example maybe it has a limited duration, or it only makes them harder to detect from certain angles, and so on). I'll be very curious to see what you come up with.