And herein lies the problem with your argument...
The real problem is your continued insistence that the game's rules can somehow be analyzed reveal "deeper" truths about the setting's "reality". The truth is the rules can only take you so far and after that point you're simply making stuff up to suit your own expectations.
We don't even have a canonical budget mechanism for the Third Imperium and yet people insist on "costing" out fleets and whatnot. Without knowing how much money is involved, you can't even begin to begin.
When all you have to simulate the reality of a given fictional universe, are a set of rules, then you use the rules in your simulation to give you a simulated result to give you your "historical events" that you as the GM utilizes for their traveller universe.
The rules were and are designed for
game play. They support ship building, world building, culture building, and all the rest as aids to
game play. The game is about adventure in the Far Future and not accounting, naval architecture, sociology, or other topics. As such, the rules can only support so much analysis and you're attempting analysis which is far beyond what the rules can support.
Saying that the simulation imperfectly handles the "reality" of the fictional universe and is not to be taken seriously ends up telling people "don't even bother to use the board game to simulate the events of the Fifth Frontier War - as it can't handle all that well, the realitiy of the Third Imperial Universe."
No it doesn't. The FFW boardgame enjoys the same relationship to the "actual" FFW as
Panzer Blitz does to the actual WW2 Eastern Front. Both games can be used to determine some things about the conflicts they present, but both games cannot be used to completely understand the conflicts they present because they are
games and not
textbooks.
If you're unsure of just how bad a "guide" the FFW boardgame is to the "actual" war, let me remind you that among many other things the game doesn't contain tankers, that ships use their entire fuel load when jumping regardless of jump distance, that the entire Darrian-Sword Worlds conflict is missing, that the Sacnoth Fleet whose rapid destruction led to that polity's surrender is missing, and - most importantly of all - it's next to impossible to recreate the war presented in the JTAS
TNS briefs with the game.
Reminding people that the rules are
"... a very incomplete approximation of reality." allows them to focus on what the rules are actually about, game play.
Remembering what the rules were actually written for and remembering what was the actual thinking behind them keeps us from wasting our time on quixotic and barren analysis efforts which return results that have more to do with the myriad of assumptions that need to be added to the rules than the actual rules themselves. , The rules are a very slender reed which can only support a certain amount of analysis. Anything beyond that amount is futile.
All we wargamers can do, is worth with the rules we're given, and enjoy the process involved in solving the problems stipulated by the war scenario.
You are going far beyond that.
Traveller's various ship combat games present the players with exciting sessions. What they don't do is present us with a basis for "deep" setting analysis.
Otherwise, you comments imply to me (or perhaps I'm inferring differently than you intended to imply) that I shouldn't take the rules seriously, because they can't handle the job.
You should take the rules seriously, seriously for the job they were intended for. You cannot successfully use the rules in the manner you're suggesting however. They were not written or intended, consciously or subconsciously, to support the depth of analysis you continually attempt and your repeated failures to analyze the rules at those depths should have taught you that.
When they're all one has, then you do the best you can with the rules you have, or the game board product you purhased with your hard-earned money, and work against your friend/opponent in order to have a good time playing a game.
Exactly, and the best you can do with any game's rules is to play the game and not pretend they are a financial, sociological, astronomical, and engineering textbook from the far future.
Returning the your original suggestion, throwing a single battleship squadron at a single battlerider squadron will tell us nothing that isn't already known. Andrew years ago produced the designs you're looking for across more TLs than you're looking for. You can break your wrist rolling dice in hundreds of HG2 battles using those designs but the "deeper" truths about why the IN has decided emphasize riders over ships cannot be determined from HG2 because that game ignores far too much of the "reality" of the situation.
The rules won't give you what you're looking for because they weren't written with that in mind.