Spartan: Any sector would do. I just don't want to use a planet for which there is other published information already in existence. (My hope is to eventually publish this.)
Garnfellow: Thanks! That's perfect for the interdicted & industrial. Cool!
More info: The adventure is a starting adventure for people new to Traveller 5 (and likely to Traveller, period). The players will go through chargen, and then what are basically tutorial steps for each of whatever skills they have. They'll learn how tasks work, and some of the basics of starship mechanics.
Near the end of the adventure, they will have dealt with a criminal organization (slavers, basically) on one planet & moon. Part of taking down the criminals will be determining the criminals' motives, which are financial. So, the players will learn the basics of the trade system as an aside to taking down the local godfather. But they'll also discover that there's another planet full of the criminals' buddies, and they're sending reinforcements.
The party will calculate that they're no match for the mob that's coming. So, their only choice is to exit the system, and the clock is ticking. The party has to cobble together parts and know-how to get a derelict starship's jump drive running again. They'll have to chase off a Pinnace that starts harassing them (very simply space combat, against what is basically an insect -- but an insect with large and numerous friends, who are not too far away!)
Then they jump to a world where there is an Imperial presence, so they can report the criminals' behavior. (The world is interdicted only to cover up the criminal slaver activities.)
I thought a subsector or sector capital would serve nicely, although any world with an Imperial presence officially in the system would work.