I could almost buy that (even though the difference is a factor of 20), except for the reason for it. Volume in T5 is much more important than mass. Mass isn't mentioned anywhere, and doesn't affect a thing. A trader with half of its volume in cargo space experiences no difference whether that hold is empty, or full of solid uranium bricks (radiation aside, of course). . .
Yes. I understand that by the rules of starship design that's all true. My assumption (and I freely admit it is an assumption and the rules could be different in your Traveller universe) is that it is a game convention and not necessarily indicative of 'real life' in the Traveller universe. If you were to load up a trader's cargo bay with superdense bricks I would probably rule that it does in fact have an adverse effect on the ship's performance.
Think of it this way, if Traveller focused on weight rather than volume the computations for designing up a ship would be far more complicated. You would pretty much have to design a deckplan (rather than using the more abstract method of doling out 'tons') so you could see how many interior walls you had, how much flooring, etc. After totaling up your walls, flooring, and bulkheads you would multiply all 3 by different numbers (since they would probably have different densities) and add those numbers together. You would then add in the weight for all your engines, power plants, computers, consoles, and furnishings. Let's remember that the atmosphere actually has a not inconsiderable mass as well.
That's an awful lot more work.
Now, every time you take on or unload cargo you need to find the weight of your cargo. This itself isn't too bad. You just take the volume and multiply it by a given density depending on the cargo. Add that result to your 'dry weight' and now you can calculate the performance of your ship.
Except you can't.
We didn't take on fuel yet. I left that out of the 'dry weight' calculations because it will change, a lot. If you're in an Far Trader and you make a Jump-2 then your weight changes by 40 tons, not an insignificant amount, so you'll have to recalculate the performance of your ship pre-jump and post-jump. Also you might want to calculate the performance post-jump-1 for those shorter trips where you use less fuel.
Wow, that's a lot of work. Would some people like to do that level of detail? Probably. In fact I wouldn't mind it myself. Of course I would almost certainly use a spreadsheet to help me with that constantly adjusting performance which back when Traveller was first created wasn't really an option for most people (and even if it was it would have been horribly inconvenient because there were no tablets or laptops and computers weren't really designed with portability in mind).
So instead the game design relies on the rough correlation between volume and weight and uses a far simpler method for calculating performance, but just because that's how the 'in game' method handles the situation that doesn't mean that's how something actually happens in the Traveller universe. After all, you don't really assume that Traveller guns have an infinite amount of ammunition, do you?
Instead ammunition becomes an issue when the GM feels it is appropriate, and usually to enhance the story. Likewise the mass of cargo should only be important in circumstance where it enhances the story.
Of course that is just
my interpretation for why ship design uses volume. I like it because it adheres a bit more to hard scifi conventions and helps to explain things like why a starship's hull is much thicker than its armor value would indicate without actually generating any more work. You are absolutely free to interpret that mass truly is unimportant in how ships operate in your Traveller universe.