That's still a very vague question
![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
. Anything specific you're after for it to be good for?
*sigh*. I guess you just want me to explain it all don't you...
It's OK as a general scifi supplement (a la GURPS Space). The settings it comes with are OK, nothing to write home about really. Most are riffs off other things anyway - you have the Aliens ripoff, a Fading Suns/Cthulhu ripoff, a 70s post nuclear apocalypse thing, a Star Cops thing, plus of course Star*Drive.
Its got lots of rules for cybernetics, genetic engineering, mecha, mutations, robots, spacecraft (the tech is good, but the design sequence is basically nonexistent - just swap out things from existing ships and that's it). The technology side is riffed from Alternity (ie Progress Levels) but that's pretty nifty.
Biggest let down really is the spacecraft side of things. Ship Combat is... dubious IMO. It's very like character combat but with ships instead, you got your AoOs and 5 ft steps and so on, but now it's point defence and 500ft shifts. Yawn. And like I said, ship design is basically not very interesting. Star system design takes up about a page and is pretty darn useless (they have "green stars", for cryin' out loud).
There's lots of ideas in there to plunder, but I'm not sure what there is to specifically add to a default Trav game. T20 beats it hands down for ship design/combat and world design, that's for sure. But D20F does have all those other chapters on Mecha, cybernetics, mutations, geneering etc if you want to add that.