like trin? mora? rhylanor? glisten? darria? collace? cronor? jewell? efate? lunion? strouden? palique? fornice? not to mention junidy and porozlo, barely spacegoing but spacegoing nonetheless and with the potential for huge yards. not to mention a few dozen pop 8 worlds that are quite substantial but are eclipsed by the megaworlds. it's very easy to view the entire spinward marches (or whatever sector is rolled up by book 3 rules) as one big heavily beaten track, and not easy to view it otherwise.
the important word is "centralized". sure the "centralized" government is remote - to the point of irrelevance - but there's a whole lotta localized government that would make the united states and soviet union combined look like a primitive tribal affair.
ct is a pc game, and it works as long as you stick with pc's on scout ships and far traders and fat merchants and don't look too closely at how those ships came to be or why they exist in the first place. anything beyond that requires massive retro-fitting - and one can't help but go beyond that.
I'm not sure this response will satisfy you in any way. But here goes.
First, if you are saying that the rules as written don't work with the setting of the Third Imperium, I agree with you completely. So, there's no disagreement there.
Second, I said I would work with LBBs 1-3 and build up. That means, no Third Imperium, and no official setting material. The Third Imperium is not mentioned in LBBs 1-3, nor anything about any specific setting. As Marc has pointed out, the game was built for people to build their own settings and no official setting was originally planned when GDW first published the game. (The Greyhawk Folio -- the first official setting for an RPG -- was still three years away.) So the list of worlds in your post are of no concern to me.
Three, your focus on "centralized" over "remote" is your choice... though I am sorry I presumed. For me, the remote part is what matters. Although the rules assume such a thing for character generation, as far as I'm concern, it's as far away and as inconsequential as the British Empire might be to soldiers in the East Indian Trading Co. during a revolt in the punjab. (Yes, it's there. At this moment, it really doesn't matter.) But how much it matters is up to the Referee. The key thing is, the subsector he creates is free to have as much interplanetary politics and action (or as little) as he wants.
Four, as the rules clearly state, the rolling up of the worlds is to act as "a prod to the imagination." The rules assume the Referee will make up his own subsector if he wishes, using random method when he gets stuck, or alter any rolls to his own desire, or not use the random rules at all. The rules even make it clear the Referee can alter the odds of world distribution across the subsector map. The same alteration of odds for any of the UWP characteristics could also be altered to provide random world generation that is alignment with the Referee's ambitions for the subsector. There is utterly no reason a Referee would get a subsector or two he couldn't understand or justify -- because they are his to make in whatever manner he wishes.
Five, the 1977 rules state that "one or two sub-sectors should be quite enough for years of adventure." I think there is wisdom in this. Going larger than that
does demand a great deal of world-building that might strain the imagination and logic if one ins't careful.
But could a subsector contain one or two very vital world that is very powerful? Absolutely! And if that's what the Referee wants, there it is. And those become the hub of adventures and the campaign in many ways. There will be (at least in a setting I run) conflicts and hatreds between worlds, wars and periods of collapse, as well as intrigue, that have prevented things from going smoothly. After that, I don't know what to say. You seem to think such a thing will never work out or be logical. I know I could build a solid campaign setting in one or two subsectors that would engage players for weeks on end and never cause them to rage off because some bit of logic wasn't working right. If the Referee bakes dramatic situation into the exceptional circumstances of the setting, it will all work.
Six, as you point out,
Traveller was never meant to be (at the start) an exercise in building a model train set of an interstellar society. As you wrote:
ct is a pc game, and it works as long as you stick with pc's on scout ships and far traders and fat merchants
Without doubt. Exactly. Just like the pulp SF stories and novels that inspired the game in the first place. We hang with the point of view of the main characters, and never (whether it is DUNE, or the Dumarest books, or Van Rijn tales or whatever) stop and pull back and really try to figure things out... because of course, there's every reason to believe and interstellar civilization makes no sense and would never exist.
But, again, I'm not going to play
Traveller to build a realistic model of an interstellar civilization. And if I was going to, I sure as heck wouldn't use the rules in those books. As I pointed out
here,
Traveller was never meant to be a hard SF setting, but instead mimic the pulp adventures Marc had read. And aramis, upthread, confirmed this in an email from Marc. (As a side note, Marc shared the link from my post onto his FB page. So I must have gotten something right.)
I understand that this kind of play and setting might not be what other people want. But it is what the game was designed to do. And I think it will do it very well.
So, I want to be clear:
In many ways I'm agreeing with many of your points. It's that where you're seeing bugs, I'm seeing features. (That reading of the situation might frustrate you. If it does, I apologize.)