+ Each book drifts further away from the OTU and it's limits. The Psionic-preview was the final straw for me with it's extreme powers that are once more not marked "non OTU"
Then just stick to the OTU books, easily identified by their covers - Aslan is just about to go to print. See what you think of those (I have a feeling you will like Aslan

).
However, it _does_ strike me as a little disingenuous when OTU veterans (not necessarily yourself!) complain about things not being marked as OTU when they, of all people, should know the difference and make their own selections. Which brings us on to. . .
+ The lack of even minor efforts to mark technology as "OTU" vs. "Our try at a universal system". All other systems have managed that with litte problems (see FFS, GT) and all it takes is a little symbol
Okay, let's take an issue that was raised on these forums - the MagRifle Rifle (Shurikat), a clearly non-OTU weapon.
Umm, why call it non-OTU? Sure, it has not appeared before and sure, you may not find them handed out as standard issue by the planetary marines but, honestly, is there not somewhere they could appear?
There does seem a reluctance (and veterans can be just as guilty of this as newbies) to grasp just how HUGE the OTU is. The amount of planets, peoples, and _space_ shown in just the Marches is mind-boggling. And it is said that nowhere in this massive expanse of space and time is there room for a MagRail Rifle?
Sorry, don't buy that, not for a minute.
The whole point of the core 'black' books is for you to pick and choose what you want from your campaign, not to straitjacket the OTU. In effect, as soon as you take the OTU home, it becomes a Your-TU. Different people will make different choices about what they want to see in it. You may choose to ban the MagRail Rifle completely - and that is cool. Someone else may choose to completely arm a roving mercenary band with them, perhaps a gift from an old employer - and that is no less cool than your choice!
Someone may even want, in HTU, a wackly time traveller with a scarf and a blue box. Are you seriously going to tell him that he can't?
Ultimately, the black core books are toolkits, which players can dip in and out of as they see fot for their campaigns. It is right and proper that each book, each toolkit, has items you would never let into your current campaign. That is as it should be. On the other hand, it is also possible that you may find exactly the right campaign for those items next year, and that someone else is using them right now.
We said right at the start that there would be a disconnect from Traveller and the OTU, and the core books are part of that.
Take them as toolkits from which you can switch and select as you see fit and, I hope, their purpose will become much clearer.
+ The continued Mantra that "Traveller was planned as a universal system". It was a "settingless" system for the first two years but even then the technology was "OTU" with no alternate techs. And since 1979 (Supplement 3) the 3I and the neighbours are defined. All publications for the next 25+ years have been OTU or (GT) very close
Well, all we can really agree to here is to wait for the heavyweight settings that are coming for Traveller - starting with Hammers Slammers, and closely followed by Dredd. Let's discuss them then.
+ The lack of detail in equipment (Weights/Size hints) and tech-system (Power consumption in HG)
+ The IMHO lack of balance/realism/research in parts of the system (Mercenary is the worst here)
+ The rather bad art. There are worse RPG's but few (Cyberpunk 3 comes to mind)
To be fair, these are all very subjective, surely?
+ Some books feeling hollow either by (IMHO) wasting page after page on semi-useful deckplans (HG, Fighting Ships(1)) or by including stuff in a base book (Scouts) that would be better of in an adventure (The station)
I made some comments about this on a recent Planet Mongoose post myself.
In short, we won't be doing any more massive ships as deck plans after Warships of Babylon 5 - they do indeed have limited utility. However, I _am_ glad that we have done at least one truly huge ship, because it at least gives you an idea of the layout that can be applied to others. On Planet Mongoose, I quoted a Star Wars game I ran where players were infiltrating a Droid Control Ship and the cutaway diagrams (hardly deck plans) from DK were a superb resource, just for giving me an idea of what should go where as the players roamed.
The Dreadnought was presented for a similar reason, but we won't be doing any more over-sized vessels unless they appear in box set format and we can have some massive pieces of paper devoted to them.
(You see, the one thing the nay-sayers on this forum tend to miss is the idea that, as human beings, we have a natural ability to try something, find it doesn't work so well, and then try something different - just like any other area of life, really!)