As for many of the rules, though, T4 is completely compatible with CT. Much of the T4 text is cut-n-pasted straight from CT. I'm talking exact sentences. All they did was invert the rolls needed since CT is a higher-is-better system and T4 is a lower-is-better system.
For example, the roll to revive passengers safely from low berth is a 5+. In T4, the same roll is 9-.
It's the same roll.
Where you will find your differences, besides always inverting rolls, is in equipment: Starships, weapons, vehicles. Things like that. Vehicles are probably the easist to use straight in CT. Starships, as noted above, tend to need a little work, but most of the CT stuff is there...like their jump number and cargo space. I think they're easier to convert than Aramis says above because all you really need to know about a CT spacecraft is it's M-Drive and J-Drive designation, and what weapons it has on it. Those should convert straight to CT. You can use the CT chart in Book 2 to easily tell you the PP, M-Drive, and J-Drive codes needed for Book 2 space combat.
Weapons...different matter. They're impossible to covert. All you can really do is eye-ball them and take a guess.
Most typical equipmenet is 100% compatible with CT. Vacc Suits, comms, computers, etc.
Note that the AV associated to T4 armors is close to what you get in Striker (and MT) but not exact. You may have to tweak those from time to time.
If I were you, I'd pick a rules system, either T4, MT, or CT, and stick with just the one rules system. I wouldn't mix-n-match. You'll save yourself a lot of headache that could put you off the game later down the road.
For example, if you decide to use CT as your base, then use CT weapons and combat system. If you decide to use T4 as your base, then use the T4 weapons and things and convert to T4--and definitely use T4's task system (the variants that aren't broke).
Just my advice.
S4