Hmm, no replies, eh? Well, 'guess I'll just have to start making my own
1) An explicit and easy to read flow chart or format for all forms of combat.
Reason; The 8+ basic throw in CT was easy enough, and the various DMs weren't too hard to keep track of, but occasionally our group forgot to factor in DMs for Tech Levels and terrain. A diagram showing step by step combat resolution would be of great help.
Ditto with starship combat. I believe the 1d6 damage rule for missiles is tucked in the first couple of paragraphs of the basic rules. That's fine, but there's a lor of wording to get through if you forget that particular rule. It'd be nice to have all damage listed on a chart.
2) Easy to read and find Task System
Pretty much the same reasons for the combat diagram. This was one of the things I liked about MT; were the explicit "here it is" dialogue boxes in the ruleset. I miss this, and would like to see it again.
3) Hits verse armor penetration on personal combat.
This was another plus I really liked in MT. I've explained it elsewhere, but will reiterate. Some kid (call him David) slinging a rock at some FFFFFF stat hulk dressed head to toe in TL-F battledress (call him Goliath) will not be harmed if that stone hits any piece of armor; which covers the whole body. In CT, going by the strict ruleset with range and terrain modifiers, David could indeed relive his befabled exploit from "The King James." No offense, but it shouldn't happen. Ditto with a lot of other weapons that can "hit" a target, but should not be able to do damage to the person wearing the armor (TL 15 rocks depending).
4) The rules ought to be easy to pick up.
Reason; I went through the PDF file on character generation and got somewhat confused on what I was supposed to do when and where in terms of putting my character through the service. I understood the classic system, but the newer system, though similar, didn't seem to be as well organized. I understand those rules are preliminary, but for myself they harken back to some of the starship design and combat rules from High Guard that I always thought were a touch more complex than needed. An outline of the character generation process, one that delineated step by step of what to do, would be much welcome.
5) Good art
The CGI on some of the GURPS covers are kind of neat, but some of the shapes and images are almost too generic. I like Deitrick's art from CT. That man is a genius
William H. Keith had a handful of sketches (three?) that I liked, but always felt his pencil skills were poor and lacking. However, his CGI stuff seems to look pretty good.
That's it for now. I could think of a few other things, but those are the bare bones of what I really desire in a new incarnation of Traveller. I suppose the last thing I would like is for it to be compatible with all eras/milieus of the games' settings.
Anyone else?