OK, seriously, I haven't a clue; if the game system says a ship has comms, sensors, and such like, fine and dandy; if it then says a percentage of that avionics and comms fit contains fandanglezobby ten thousand communications ropes, again, fine and dandy. Fine, there are meson communications, EM receivers, radar, Ladar, Maser, and a bucket load of other bits, again, fine and dandy. But do we REALLY need to know how much of that has what space individually?
Well, demonstrably somebody wanted to know that kind of thing, as Traveller was not the only system to get more detailed as time went on.
And don't forget that along with the laments around FF&S, it historically was very well received, not just the Traveller community, but in others as well.
In LBB Traveller, all of those electronics were basically called "The Bridge", and bundled in to a 2% blob along with other control systems.
And we've seen a litany of discussion over the "2% or 20 dTons" rule ever since.
By the time TNE came around, that was all gone, replaced with "A Maser is X big, takes Y watts of power, and costs Z Cr". When the hijacker reveals himself and sets off a grenade in the avionics closest destroying the RADAR control subsystem (which seemed untimely as another ship that would have been readily discovered had the RADAR been working sneaks up - isn't THAT a coincidence!), now we know how much equipment needs to be replaced.
There has always been a battle between abstraction and detail.
The design systems are tied to the combat system. What's the point of mounting lasers on a ship if you can't shoot them. And they wanted a more detailed combat system to deal with sensors and fire control.
They wanted more detail to show a laser lancing punching in off the port bow, burning through the armor, and turning the RADAR control unit to slag, since it's an RP element to have it fixed vs "Electronics - 1" hit. That's why there's hit locations.
Not only is it nice to know that the RADAR was fried, it's nice to know that the bridge occupants weren't. Another RP element.
How successful they were is a different discussion.
But there always seems to be a demand for just a little bit more detail in game systems. Whether its ship design, world design, star system design, or even economic trade models.