"For some reason" = High Guard. The Striker conversion ratings are not based on Book 2, they are based on Book 5. ...
High Guard was entirely abstract. Nothing to base numbers on. About the only thing I can think of is that they needed something that stood more than a snowball's chance against a nuke, else nukes would have been the ultimate weapon in that game. I do agree that High Guard hints at a much stronger hull, but there's not enough to High Guard to base concrete numbers on.
That isn't really a point of divergence for me, as I have come to the conclusion the missile damage is really kinetic and the HE warhead is more about the shot pattern the missile is setting up, the 1-6 is just luck of the draw as to how much of the shot cloud intercepts the ship.
Semi-agreed. More likely kinetic than anything else. Book 2 gives you the 1-6 with potential to damage the power plant, jump drive, maneuver drive, computer, and so forth, but Book 5 only gives you a single weaker impact - you could damage the maneuver drive, but the plant, jump drive, and computer are out of reach. Clearly there's some degree of divergence.
Nothing I know of suggests that hulls were easily penetrated. ... Note that is takes about 50 Chamax hunters and many rounds to break through a bulkhead. It's not trivial even for aliens...
Well, as with many things Traveller, there are the odd bits that create headaches. Through most of the adventures, bulkheads describe the interior structural partitions. However, there's one bit that defines the bulkhead to include the rear hull:
Introductory Adventure, The Imperial Fringe.
"The port side of the aft bulkhead contains an iris valve which leads into the now empty commo bay (room 13). A retractable ladder reaches to the ground when extended. This entry is the main point of access to the ship when it is landed on a hospitable world. ... The starboard side of the aft bulkhead contains a large sliding panel door opening into the air/raft storage bay (room 14)."
It's easy to infer from that description that the hull is being considered a bulkhead - and as this is the first adventure many players encounter, it's easy to draw the conclusion that the thousand point penetrations they discuss later for bulkheads also applies to the hull.
Then there's the Traders and Gunboats reference cited by Mike, which seems pretty straightforward.
Then, there are the chamax you discussed and Timerover cited (I love that pair of adventures). Their ship's hull is described as, "resistant to damage as any starship bulkhead, with 1000 hit points being required for a breach." When they attack a ship, "Ship bulkheads require 1000 points to breach, interior walls 100 points. The holes made by acid action will be about 1 meter across,..." Same values as for penetrating bulkheads and partitions by laser. The description of
Shaarin Challenger makes clear there are meter-wide hull breaches, as does the description of the unfortunate sunward-bound pinnace, but the only value the gamemaster is given for dealing with any attacks on a hull that might occur during play is that ship bulkhead value.
Since 1000 points is not likely to carve a man-size hole in battleship armor, it's pretty clear the pre-Striker armor was not of the same caliber as post-Striker armor. It was probably more like what shaunhilburn is describing, or possibly some variation on a Whipple shield.