You made up all of it. You, in the second paragraph, said you are "filling in those things". That means you are making it up.
The rules describe a very specific process to use: You roll for available cargo, then pick a cargo from the selection. Based on the selection, you roll for available passengers. You leave and eventually arrive at the new system and unload your cargo and passengers.
Nothing in the process describes picking up new passengers along the way. Nothing in the process says that passengers only pay as they go. Nothing in the process talks about adding additional cargo (with the same or other destination) along the way. The whole process doesn't even have the concept of an "along the way".
You are expanding on the rules. You are not even "filling holes"; you are outright adding expansions.
Which is fine. Just quit pretending that these are the actual rules.
Ok, lets do this the VERY detailed way, using the Traveller Checklist as well as the actual rules themselves.
Lets call the ship the Credit Dew - because I like the name. Lets assume I have a full ship's complement of Pilot, Engineer, Medic, an Steward and that I'm using a Beowulf class A2 ship. I am exiting Jump space on my way to Regina, 6 parsecs away from Efate. For purposes of this example, I am going to take YOU at your word that one can get to Glisten from Efate using Jump 1. Since I'm starting at Regina, lets presume that the next step along the way to Glisten is Jenghe
Now I know this is going to be tedious, but bear with me as I go through the steps. I will leave out any "roleplaying flourishes" and stick STRICTLY to the cold dull stuff.
Exit Jumpspace near Regina.
Scan area to determine where I exited J-space.
Plot course towards Regina Mainworld.
Arrive at Regina.
Land at Regina Starport.
Unload High Passengers (still following the rules here)
Unload Middle Passengers
Unload Cargo hold
(question - when does one get paid according to the rules - when you deliver the freight or upon taking the freight - I can see nowhere in the rules where it states this)
Unload low berths
(don't do the low lottery - bleh!) (so sue me!)
Refuel ship
Refit consumables for lifesupport.
Pay berthing costs
Pay bank payment owed (owe Regina Bank for bank payments as fact)
Make accounting notation that Maint fund is owed money
Pay biweekly crew salaries (rules say Monthly, so sue me)
Now it is time for me to look for freight - as we don't do speculative stuff.
This is where you and I digress. I've shown where YOUR interpretation falls flat, and you want me to show my interpretation and point out where IT falls flat, so bear with me.
To the GM (aka the rules) I ask "Is there cargo available at Regina destined for Glisten?" GM responds "Regina is a pop 8 world with a Tech A. Destination Glisten is a pop 9 world with a Tech F. Tech A minus Tech F results a -5 modifier to all rolls for freight and passengers.
FREIGHT:
Major: 1d6+4-6+1 = 1d6-1. Rolling a 3, I get 2 major lots. Rolling a 3 and a 3, that's 30 dtons and 30 dtons.
Minor: 1d6+5-5 = 1d6. Rolling a 4, I get a result of 4 minor lots. Rolling 3, 4, 6, and 1, we have 15, 20, 30, and 5 lots respectively.
Incidental lots is 1d6-8+1 which means we have no incidental lots regardless.
Passengers:
High Passengers: 3d6-1d6-5+3. Rolling 3d6 I get a 1, 4, and 5. Total is 10. Minus 2 gives me 8 potential High Passengers.
As the Credit Dew can not take on more than 6 passengers, I don't bother rolling for middle passengers.
Low Passage:
4d6-5+3 or a roll of 1,2, 2, & 3. 8 +3-5 = 6. Now have 6 Low passengers available. As I am content with this, I'm going to leave the remaining tubes empty.
Now I am all set.
Going to page 9 of the little black book 2 Starships, I find that a jump-1 ship heading towards a destination 3 parsecs away, charges the passengers for each leg of the journey, requiring that they buy 3 tickets. Now, the rules do not specify how and when those tickets are purchased. Are they purchased at the start all at once? Are they purchased one at a time AS the ship jumps to its next destination? Strangely, the actual rules are silent on this. As GM, I have to choose. Ok, lets try it the simple way. Odds/Evens. If Odds, passengers have to buy tickets in ADVANCE. If evens, they buy it prior to the ship's lifting off towards the next destination - like always. I rolled a 5. Note however, I would have been just as happy to roll a 2,4, or 6 and lived with the results (In my traveller universe, it would be that way instead). Now I've taken the money in advance for THREE tickets. In theory - that is no different than a passenger who buys a ticket on Wednesday for a Friday departure, only to call in Thursday and demand a refund because they're not going - problem is, that's a ROLE PLAYING event rather than a ROLL THE DICE event. Problems problems problems. More on this later...
Now I know I have freight I'm contracting to deliver to its destination, and I have passsengers who want to go to my destination. I have forced them to buy their tickets in advance (Who would have believed it!!!) and am now ready to head out.
Load Freight.
Load middle passengers
Load High passengers
AH!!! found it:
Collect income from all aspects of current trip.
Lift-off into orbit. Set course to beyond 100 diameters of world
Reach jump location.
Push button - enter Jump space bound for Jenghe.
Continued next post.