Dccarles,
Okay, let's look her over...
No.
You have no need for marines. Because of changes in technology, commerce "raiding" hasn't involved the boarding and capture of vessels since the American Civil War.
Vessels aren't the only thing that can be boarded: cruisers can and do raid ground targets. The
Emden's last sortie was against a radio station; unfortunately for her and her landing party, the HMAS
Sydney was a little too close by. Speaking of which, the
Emden happened to shell, board and capture many merchant ships.
The assumption that boarding Won't Happen is entirely dependent upon the particular flavour of
Traveller you use. This ship was designed for
High Guard, which has rather forgiving boarding rules.
Cruisers, as multimission craft, need to be flexible. Cargo space and troops are some of the best ways to add that flexibility.
This is a rather odd reason for having a high agility. After all, just who is holding the Line while you disengage from the Reserve? Agility helps you avoid being hit, that's all the reason you need for making it as high as possible.
The carried craft, and any <2k ton escorts tagging along.
In the Second World War, the Royal Navy found themselves burdened with many old and/or slow battleships (the
Nelson class being capable of only 24 knots). They found the perfect use for them as convoy escorts. A cruiser, then, facing a superior force would need speed to disengage.
Nuclear missiles are what's going to "prang" the merchantmen as those merchantment are not going to have dampers or large anti-missile batteries (sand and/or lasers). Missiles will also let you shoot at a distance.
One thing we wargamers suffer from is what I call combat myopia: the prejudice towards known, measurable combat statistics over logistics and intangibles. Resupply is unglamorous; exactly how difficult it would be to supply a commerce raider on station is an open question. Therefore, energy weapons are to be preferred to ordnance. (Also note that
Brilliant Lances and
Power Projection make nuclear salvoes very expensive kabooms for your credit.)
Escorts - if you have to tangle with them - will most likely have dampers and anti-missile batteries, so you'll need beam weapons to hold them off before you disengage. You will not be hunting escorts.
The missile bays on the Mirador are there to pull the ship's a.. err, stern out of an unexpected fire, or to overwhelm an escort or two before the convoy scatters. Missile supplies will, however, be limited. The ship will be hunting Serendip and New Colchesean freighters and escorts, which are mainly TL 11-12, so nuclear dampers aren't that much of a problem.
Although your damper should help too. Armor will help against ALL weapons, so you should have it anyway...
The extra fuel is a good idea, but you should put the best computer you can aboard.
Esperanza is limited to TL 11, so shipborne nuclear dampers aren't practical yet.
Odd, I thought I had installed the best computer. (Except for high-tech fighters, the best computer is usually a no-brainer.)
Thanks for the criticism!