That works out very close to the system I used, with some worlds +/- 5 parsecs from the map plane (so none are more than 6 parsecs from a world in a 'neighbouring' map hex on the plane).
I simplified a bit more than that, limiting the number of worlds off the primary plane and making jump distance calculations easier, but I can see how your system could work perfectly well.
I'll have to think about implementing something like this in StarBase.
Simon Hibbs
Yup, my system also boils down to +/-5 parsecs above and below the projection plane.
Limiting the number of worlds off the primary plane wasn't an option for me, because I decided up front that I was going to take what the real universe offered me. I get up to three systems stacked in a single hex when the XY coordinates happen to be close to each other, but it's perfectly readable with a sufficiently large hex to draw them in- a scale of about an inch will do.
I analyzed 400 hexes in the vicinity of Sol to get a feel for the distribution. The results:
54% of the hexes are empty.
34% of the hexes contain one star system.
10% of the hexes contain two star systems at different heights
2% of the hexes contain three star systems at different heights
If you're creating star systems from scratch for a game, you can easily impose a rule that says a particular 10-parsec deep column, as represented by a one hex in projection, is either empty or has only one star system. It's not totally realistic, but it isn't horribly far off from reality either. It's certainly a lot closer than "everything lies in the same two-dimensional plane".
That said, I've played plenty of games using the classic 2D map. It's not realistic, but it offers enough of the flavor of "it's a sprawling galaxy" to capture the essential mood of the game, and it's unquestionably easy to play.
I should note that if you use a 3D map with a realistic distribution of stars, no extended trade routes like the Spinward Main can exist until you reach Jump-3. Real stars average a little more than 2 parsecs apart in our part of the galaxy, and (globular clusters aside) you only occasionally see a small group of 2 to 5 stars that form a jump-1 chain. There are a lot of gaps that are uncrossable by low-jump ships. This is one of the big reasons that a 3D map using a real-world distribution is incompatible with canonical Traveller star maps. The Mains simply vanish. Any starship with jump-2 capability will be confined to a finite territory, and a jump-1 starship isn't going much of anywhere.