My main problems with CT:
Number 1 with a bullet: 2d6 does not provide a large enough range of numbers, both for statistics, especially for aliens and creatures, and die roll results.
Character advancement is slower than a glacier.
Lack of any rules or skill system for basic actions. How far can I jump and how difficult is it? What's my chance of spotting an ambush?
Realistic computers. The whole technology tree needs to be greatly expanded.
Other issues have been lessened with additional CT products, but they are there (mostly nitpicks that I can't recall at the moment).
I have many fond memories of CT, none involve role-playing; but instead HG + TCS ship building and world generation (which was vastly improved with the Book 6 type of generation).
All you old fogies, and myself, have CT already. A new CT will die just like TNE and T4. But then, almost any new Traveller will probably die. The only Traveller being played around here is T20 that I forced upon my D&D group. I lost three players doing that.
I don't want another CT, unless that refers to Cultured Traveller.
What I mean about that is: don't just give us new fangled weapons, vehicles, and a short list of futuristic equipment, but also describe living in said future environments among aliens, space travel, robots/biotech, and psionics. Include a couple of chapters for such, using the OTU for most of the examples but also use alternate settings to show how it can be done otherwise (get other people to write these). Since Traveller has no commercial tie-in to a science fiction setting it has to create it's own in the first book, later books that could expand upon settings will not be made since the first book did not sell well enough.
Fantasy worlds are easy to create, anyone can fall back upon our own medieval period, especially with all the support material, movies, and live recreation events, but science fiction takes a larger imagination (something I'm sorely lacking) to create the settings, especially since there can be multiple ones for the multiple planets. One option: at the end of a chapter on a set of rules (i.e., equipment), have a write up on how things in the chapter affect people. Don't just provide the "nuts and bolts", but add a little oil to get it moving.
Glen