With that said, after a in depth skimming of the book, this is the first version of Traveller that is just too much for me. Too verbose, too much complicated math, too much man, too much.
The jury is still out on whether I'm going to embrace T5. I see things I really like. And, I see things that I don't care for.
But, let me help you a bit.
Most of T5--the vast majority of the pages--are devoted to the Makers. Ignore these. Don't look at them. Save them for later.
What do you have left?
A roleplaying game--what you're used to.
You've got a section on character generation with careers.
You've got a section on skills.
You've got a section on the task system.
You've got a section on personal combat.
Take your T5 brick of a book and place it next to the John. The next time you're in the "Library" (or, as just as you go to bed at night), start reading just one of those sections. JUST ONE! Don't skip around. Don't read anything else. Don't worry if there's something that you don't understand.
And, take your time with that one section. You're not in a race. Just pick up the book, use a bookmark, and read a few pages, here and there, until you've completed it.
Once that's done, congrats, you've learned an aspect of T5.
Then, picking only from the sections above, read a different section, treating it the same way as you treated the first section.
Repeat the process until you're done with those primary sections above.
Then, and ONLY THEN, venture out to read something else, like Space Combat, or one of the Makers.
I promise you, you'll have a better understanding of T5, and you won't feel so overwhelmed.
I'm following my own advice. I received the book Monday night, and here it is Thursday, and I'm still reading the first section that I started with--Personal Combat.
That's already led to a much wider appreciating for what T5 has to give.
And, what I thought would be overwhelming and quite complicated, I found really isn't. Combat in T5 is actually pretty simple.
I suspect that I'll find the same once I dig into the other sections of the book.
Would the reload issue not be solved by a dexterity role with negative flux(performing an action in the heat of the moment) to see if a clip could be reloaded faster than say a soldier in the movies(normally 5 - 10 seconds)?
I don't really think there is a "reload issue" with T5. One minute is a looonnng time. Characters could easily fire a couple of rounds, dig a mag from their belt, then slap it into the weapon, and fire some more--all within the single combat round.
Even though all that firing is taking place, the character gets one attack throw for the round using Aimed Fire.
That's the way abstract rounds work. Since the combat round is so long and abstract, the thing to do is just assume characters reload when necessary.