Which I guess was Marc Miller's thrust when he wrote the game. The Imperium is a kind of reflective analog to 20th century Earth where there are pockets and huge swaths of non-developed countries (worlds) that have no clean water, have open sewers, marauding war bands, corporate interests and what not, and have contact with "the outside world". That, verse actual unexplored territory where you can contact the natives, interact with them, show them fancy gadgets, but they will have no clue as to what it is you're showing them, nor how to react nor use it if you gave it to them.
I think when the rules were written there was a "Trek" like influence in terms of determining a world's Tech Level (contact with new civilizations), verse the interconnectivity that we have today, where getting tech to "darkest Africa" or Bhutan is only a matter of shipping it there, and not a matter of contacting new tribes and establishing relations. But, that as the game has evolved, there is a shift in players' thinking and game's parameters in that tech level doesn't become a descriptor of technological and social development so much as a designation of amenities that might be available.
To me this is very important to determine for the game, because there is this artifact of new world exploration that is the tech level chart for the system generator. Are you exploring a new world, or are you looking for "Gas, Food, and Lodging"?
I can't remember what the T5 book says about tech levels, but if I'm refereeing a game, and my players are out beyond the Imperium in no-mans' land, and say I roll up an ultra tech world, is that ultra tech gong to describe a new alien civilization with magic-like technology, or is it describing some world held by one of the known powers that has bits and pieces of super-tech here and there?
I'm really curious what other people think here.