There is the issue of "suspension of disbelief" when you give a set of rules that "simulate" the structure of the game universe, and then discover the hard way, that the "storytelling" universe can not be done via the rules.
As far as I'm concerned, the suspension of disbelief is all on the side of "reality" being so much more complicated than any set of reasonably gamable rules could possibly encompass. I see Traveller as very much like any other historical RPG. The history happens to be fictional and that does make for one difference from the purely historical games, namely that the history can be retconned. But unless that happens, the "history" is just as rich and complex
and fixed as real world history.
If you were running a Western game and one of your players wanted to buy a leMat, would you tell him that no such gun existed or could exist, because the equipment list didn't have one and the rules didn't cover it? Or would you either tell him, GM to player, that the rules didn't cover that kind of gun, so would he please accept that he couldn't have one, or sit down and figure out some new rules for carrying and shooting nine-shot revolvers with an extra barrel for a single cartridge of buckshot?
What if one of your Traveller players wanted a replica leMat? Would you tell him that no such gun ever existed and that such a gun can't exist?[*]
[*] Perhaps you can design a leMat using FF&S, I don't know, but what would you do if the result weighed differently than the historical version and had different ranges? Would you use the figures the rules gave you or the historical figures?
Question is - what kind of battles are we discussing? A meeting engagement? A defensive engagement where the defenders really can't retreat? Are we discussing a war of attrition? It all depends on what is required before one can say what the end results will likely be...
Actually, I'm discussing a time long before any battle, when the Imperial and Zho and Solomani admiralties have to decide between buying so and so many battleships or 6 or 8 times as many cruisers or battleriders that are individually almost as effective as a battleship.
In any event - I myself detest it when the game universe writers consistently disregard the game structure itself when writing about the events of "history". If there is ZERO chance of a lucky shot occurring, then history results in that feel of "the script writers were on the hero's side, and the script writers got to choose who were the heroes." Not always something that people appreciate.
I'm glad you brought up that example. What if the "real" chance of a lucky shot was 1 in a 1000? And all you have to emulate that are two six-sided dice? Do you go by the rules that says there is ZERO chance of a lucky shot occurring; even if you roll a 12, you still don't hit. If you do, does that mean that if you're running a historical Western campaign set just after the Civil War, you'll let Stonewall Jackson be alive, because there was ZERO chance that he'd be hit by a stray bullet at that distance in the darkness[*]? Or do you go by a rule that says a natural 12 is alway a hit, thus getting almost 28 times too many lucky shots? Or do you say, "sure Stomewall Jackson was hit by a lucky shot, but you guys and the people you fight don't get lucky shots because they're below the resolution of the combat system".
[*] Please assume for purposes of this argument that the rules wouldn't allow anyone to hit under the historical conditions.
Hans