Ok, I'm sort of newer to Traveller. It was one of those games my cousin always talked about, but we never ended up playing. But I've been getting sick of DnD, so in my quest for a new game, I picked up the Gurps Traveller book. Reading it, and wandering into the boards, I've begun looking at the T5 playtest stuff. I love Gurps supplements for the amount of information they provide, but I rarely use Gurps for an actual system.
So as an outsider, the biggest problem I see is that there is so much material for Traveller, but it's in how many different formats? CT, MT, TNE, T4, GT, T20? As someone new, where do I start? It's mind boggling.
But as I've said, my experience with L5R is that the dual stat supplements was the best thing Alderac did for their game. It means I don't have to buy the same material twice. If I buy a book about the Crane Clan, I can use it as is, no obscure and difficult to read conversion charts. I don't have to worry about picking between the version for d20, or the version for d10. When it comes to supplements, I don't have to pick a system, I buy an L5R book, and it works. Most of the material in a supplement (the few main core rule books are system specific,) is flavor text anyway. Instead of making 2 or 3 books that descrive the Hiver Federation, you can have just one that will work for any Traveller game you might choose to use.
Obviously, you can't fully support all the variations of traveller, but you can do a lot to make it easier. There's a Universal Task Description someone linked to in another forum. Keeping something like that in mind helps a lot. If in an adventure, it is a difficult task to pilot through an asteroid field to the rebel base in T5, then we know it is a DC20 for T20, and a +3 in Gurps, etc.
So I guess if a supplement is 90% ship statistics, it makes more sense to publish that in a system specific book. But then again, is a book full of statistics a good supplement these days? I would rather read 6-8 pages about hiver ship design philosophy and history, followed by a couple pages of sample Hiver ships, than have a book full of pre-made ships.
Being a newcomer, I don't know where the division between systems is in a company ownership perspective. I know Gurps is of course through SJ games, but I'm betting they would be very cooperative in adding stats for the other systems in side-bars. Gurps books have always been pretty light on statistics, high on informative text.
Anyway, I'd like Traveller 5 to do well. I mentioned I was interested in running a traveller game to the university rpg club, and the only person that had even heard of the game was the old-timer who comes. I'm 27, so besides him I'm one of the oldest people who comes to club. They are the next generation of gamers, and they are all playing DnD 3.5. It's not me that you have to sell T5 to, but them. I'm not scared off by Hexidecimal stats and complicated ship building procedures. But I've played a lot of games in my time, and remember when there were games that weren't d20.
Sorry for rambling, but I hope this helps give something of an outside perspective.