saundby
SOC-14 1K
Speaking as someone who played with 1977 LBB1-3 only for over 25 years, to me that is Traveller, not "Proto-Traveller". 
To me, proto-Traveller would be Triplanetary with some simple campaign rules.
That said, here's my perspective:
Playing with just LBB1-3 is plenty do-able. That said, they're a foundation, not a straitjacket. I had added different types of shotgun and under-barrel grenade/flare launcher by the first time I sat across the table from players in 1977. I added chain guns as portable weapons shortly thereafter, and hearing about nylon armor plates I posited armor a fair bit like what kevlar became a few years later.
When I was first exposed to books 4 and 5 I hated them. The power level was way out of whack with my game (now you know why I ran only 1977 books 1-3 for so long.) I added stuff, including much more powerful stuff, but it was in line with my LBB 1-3 stuff. I took the concept of slug-throwers as being good enough to use in the far future relative to "ray guns" to heart (and still think there's some good thinking there even after working on a number of advanced RL DEW projects.)
I posited caseless ammunition as well as sound suppression and selectable specialized rounds and added that to my game in 78 or early 79. No voice control, though.
I also added guided ammo and remote target designation pretty early on, though I didn't use lasers until 82 for target designation, I assumed some sort of inertial position system on the designator coupled with machine vision.
So my space marines had armored suits. And light, portable 20mm cannons with specialized guided rounds, but typically not in every squad.
Drawing on the other Traveller sources would be fine, but if you want to keep the feel of the early game be very wary of the costs, power, and availability of what you bring over. When players know that the portable artillery is in the game it can all go very "munchkin" very quickly.
I saw it happen to plenty of Traveller games in 80 and 81. I was lucky to have a group of friends that enjoyed playing a game that accorded with my ideas (I wasn't the only ref eschewing LBB4 & 5.)
Skills:
I gave all marines skill 1/2 in Vacc Suit (equivalent to later skill-0) and skill 1/2 in all weapons, whether they were PCs or NPCs.
All army got the all weapon skills-1/2 and either ATV or Air/Raft-1/2.
All navy got all blades-1/2, one gun-1/2, and two or three ship skills-1/2 (ship's boat, nav, gunnery, pilot, electronic, mech, engr, etc.)
I let Merchants take Ship's boat or a vehicle skill in place of a rerolled skill elsewhere till I wrote my own charts, too, as I felt they'd have cutters and ground transports to operate in their line of business. NPCs got admin, streetwise, and bribery 1/2 for free, and PCs got one of them at 1/2 for free.
Scouts got all ship/repair skills at 1/2, as I assumed they'd have to do a lot of frontier repairs and management of their craft to survive.
Anyway, you can have a lot of fun with just books 1-3 and some well-chosen additions. I still run a game (an MGT/CT mix) where an Automatic Rifle is a solid weapon.

To me, proto-Traveller would be Triplanetary with some simple campaign rules.
That said, here's my perspective:
Playing with just LBB1-3 is plenty do-able. That said, they're a foundation, not a straitjacket. I had added different types of shotgun and under-barrel grenade/flare launcher by the first time I sat across the table from players in 1977. I added chain guns as portable weapons shortly thereafter, and hearing about nylon armor plates I posited armor a fair bit like what kevlar became a few years later.
When I was first exposed to books 4 and 5 I hated them. The power level was way out of whack with my game (now you know why I ran only 1977 books 1-3 for so long.) I added stuff, including much more powerful stuff, but it was in line with my LBB 1-3 stuff. I took the concept of slug-throwers as being good enough to use in the far future relative to "ray guns" to heart (and still think there's some good thinking there even after working on a number of advanced RL DEW projects.)
I posited caseless ammunition as well as sound suppression and selectable specialized rounds and added that to my game in 78 or early 79. No voice control, though.

I also added guided ammo and remote target designation pretty early on, though I didn't use lasers until 82 for target designation, I assumed some sort of inertial position system on the designator coupled with machine vision.
So my space marines had armored suits. And light, portable 20mm cannons with specialized guided rounds, but typically not in every squad.
Drawing on the other Traveller sources would be fine, but if you want to keep the feel of the early game be very wary of the costs, power, and availability of what you bring over. When players know that the portable artillery is in the game it can all go very "munchkin" very quickly.

I saw it happen to plenty of Traveller games in 80 and 81. I was lucky to have a group of friends that enjoyed playing a game that accorded with my ideas (I wasn't the only ref eschewing LBB4 & 5.)
Skills:
I gave all marines skill 1/2 in Vacc Suit (equivalent to later skill-0) and skill 1/2 in all weapons, whether they were PCs or NPCs.
All army got the all weapon skills-1/2 and either ATV or Air/Raft-1/2.
All navy got all blades-1/2, one gun-1/2, and two or three ship skills-1/2 (ship's boat, nav, gunnery, pilot, electronic, mech, engr, etc.)
I let Merchants take Ship's boat or a vehicle skill in place of a rerolled skill elsewhere till I wrote my own charts, too, as I felt they'd have cutters and ground transports to operate in their line of business. NPCs got admin, streetwise, and bribery 1/2 for free, and PCs got one of them at 1/2 for free.
Scouts got all ship/repair skills at 1/2, as I assumed they'd have to do a lot of frontier repairs and management of their craft to survive.
Anyway, you can have a lot of fun with just books 1-3 and some well-chosen additions. I still run a game (an MGT/CT mix) where an Automatic Rifle is a solid weapon.
