Good point, daryen. Here's another question.
When discussing canon do we mean setting, rules or both?
GT, the setting, is outside Traveller canon. What about the rules and non-setting related background? If jump masking has been canonised then what else? The organisation of Imperial troops (and skills) from Ground Forces? The Far Trader trade and commerce system, complete with LASH merchants...
The way I have always looked at canon is this- ignore it- use what you like.
Traveller canon has two seperate issues, rules systems and the setting.
CT managed to provide contradictory canon in its various versions both from a rules point of view and by changing the setting details.
MT's setting was a consistant advancement from the CT universe, but various rules were redefined, e.g. jump fuel.
TNE's setting also follows along consistantly. But the rules? It's easier to point out the rules similarities to CT/MT than highlight the differences in technology and rules mechanics.
Finally we come to T4. The setting pre-dates the original and still manages to contradict with technology definitions that are bastardized versions of TNE and MT.
So how do we play a game using Traveller canon?
Play OT with CT rules and 1st edition setting or move into the large ship, huge Imperium paradigm? MT rules for the MT setting and TNE for TNE? Do we try to use T4 rules (the latest official version) and adjust technology to the setting or say that T4 over-rules all? Or do we pick the best bits for our own games?
As a final note, Paranoia press, FASA and Judges Guild all produced approved material for Traveller, so don't be surprised if, in the fullness of time, T20 and its setting details go the same way
Sorry if this comes over as a bit of a rant.
Cheers.
Mike