Whenever I pick up 90% of RPG books, I never see people who look like me at all! All those panicked civillians lurking in the background of Champions products; that's me. All those Elves, Dwarves, Halflings, Dragonborn (man, what a dumb concept that was) that populate D&D and fantasy games are definitely not me, nor anyone I know. Traveller seems to be damned if it doesn't have enough art in it, and damned if it has art but doesn't represent a broad enough demographic.
What I'm detecting here, and in games clubs, is a huge reliance on the official products and not the experience. It doesn't matter much to me whether the players have access to the rules or not. I can produce my own rules summaries for Traveller (I like to use the MT task system and that can run to just a page). I don't want the official product slimmed down or dumbed down. Once the players know how to do things in a game, then we can concentrate on the experience rather than sticking our heads in rulebooks.
Likewise, I can lay my hands on artwork...official or otherwise to give players a visual hook. I have NPCs of both genders and a large variety of races to show a diverse and inclusive universe...which in turn makes worlds where there is segregation or a single race stand out more as being not normal.
You don't need to rely on the official product to make a pitch to gamers. A lot is in the hands of the referee to set the tone.
I think sci-fi games are a harder sell in general. Not many are run at clubs I know and although one time someone ran Gamma World, it was sold to the players on the basis that it was the new version that used D&D 4th edition system.
Fantasy is where the RPG world is at right now. Any sci-fi game is going to find the competition tough.