I see but I'm not sure I understand.
You are just saying that you have fuel for the what you need. You make the decisions on how long each piece is going to run during the 30 period.
I'm OK with that.
So... what's the problem? A rule problem?
The problem that created the need for this solution originates with the CT miniatures game Striker, which was the first appearance of the all-inclusive hardware design systems. Intended for ground actions, the technological assumptions of the design systems were centered on vehicles. Striker was very complex to set up for (home computer spreadsheets being a few years away yet), but worked for its chosen purpose.
A grey area was the section that addressed using Traveller starships on a Striker table. This section set the equivalents for Traveller weaponry and ship hulls in Striker terms. It was clunky, but it worked. For Striker.
Then Striker was used as the basis for the MT vehicle and ship design chapter. All the same assumptions were in use, but buried under a pre-designed component layer. This included the use of Striker numbers for starship-scale powerplants, and the Striker assumptions for ship weaponry. The combination made even the lowly Free Trader a virtual lighthouse of waste energy, with the turrets needing some truly frightening amounts of power, and the amount of (normally invisible) gravitic energy pushing the ship around was enough to cause a tail glow similar to a white hot rocket flame. The fuel to power this was immense, and far beyond what CT starship systems had assumed. Suddenly, CT designs couldn't be made to work, mostly because of the fuel needs to run the entire ship at full power for the traditional 30 days.
The barrier was one of subtle wording and tradition. A ship had *one* powerplant. Period.
Despite this tradition, there was also a long habit amongst ship deckplan designers to make the Engineering space look "right", so you would often see maneuver drives split into two or more units. That it took us so long to apply this conceptually to powerplants is a bit shaming, but even then the Traveller playing public was just barely starting to network on this new-fangled thing called the Internet.
(Yes, I realize it can be hard to conceive of now, but the Web didn't exist during the MT run, and even the unified Internet was barely underway when TNE took over from MT. Most of the MT era was the realm of direct-dial BBS systems with no interconnection, or of sporadically connected universities and government servers passing email and newsgroup information around. "Online" communications were still a non-trivial exercise, there were relatively few people to talk to, and bandwidth was a precious commodity.)
The conceptual leap of designing as if the "unified" powerplant was actually a cluster of dedicated plants, and assigning mission-determined fuel durations to each sub-plant, really came about because of the increasing communications between far-flung players. Without that, the published "There is but one Powerplant, and 30 days is its Duration" assumption would probably never have been challenged.