Andrew; that's pretty interesting. I really dont know the history of the game's development beyond the basics (created 1977, orginally a generic RPG so people could do "D&D in spoace" kind of thing).
I've tried several times to write fiction and adventures, but have always put on the breaks partly due to incomplete inspiration, but also because I wasn't sure how my adventure would fit into the big MWM scheme of things.
I've read that he wanted to take the game in one direction, then I read about cleaning up the extreme violence in the game (which I never really got; I never saw Traveller as being extremely violent as such, just combative). Then I looked into T4, was kind of iffy on it (largely because I had no one to play with at the time), then read something else, then came across these boards, read about the dissatisfaction with MT, the whole DGP cock-up, and on and on.
So, from a lay player's POV, i.e. me

, I just get a little confused by the guidance and determination of who wants to do what, where, when and wherefore.
I like your Lucas analogy, but Lucas, to my mind, shifted his cinematic direction and focus (that, and he hadn't directed in 20 years when he went to do TPM), but it was his setting designed and built to his specifications. I'd put your description of Traveller more with Gene Roddenberry's Trek creation. He had the basic idea, but the ship, the uniforms, the set design and everything else were contributions by the crew, and not his visions as such. In short, I see where you're going with this.
Well, I've been working on some pieces for Traveller, but stuff like this sometimes has me scratching my head. I guess the best I can do is just to draft up my stuff, submit it (or gain a liecnse) and see what the power-that-be think.
Ah well.
Thanks for ther response.