If I may.... no.
(And timerover, I know you have strong ethical standards, and so it brings me no pleasure to bring this up to contradict you.)
Here is another quote from the text of the rules. This quote begins on page 5 of the 1981 edition of Book 2 and the rule is included in every edition of the Basic
Traveller rules:
Skipping: Most starships are purchased against a mortgage or loan, and the monthly payments required against the multi-million credit debt are staggering. The owner or captain may decide to steal the ship himself instead of remaining under that load. Passengers have no way themselves of determining if a specific ship is in such a status. The referee should throw 12 exactly to determine that a commercial ship is of this type.
Ships which have skipped are subject to repossession attempts if they are detected by the authorities or by collection agencies. Such attempts may range from the formal service of papers through legal injunctions to armed boarding parties. A repossession attempt will occur under the following conditions: On each world landing, throw 12+ to avoid such an attempt, apply a DM of +1 per 5 hexes distance from the ship’s home planet, to a maximum of +9. If the ship has called on the same world twice within the last two months, apply a DM of –2. This procedure also applies to
ships owned by player characters who have skipped.
In other words the
rules assume ship payments will not be made. The rules take the time to make the point bank loans on ships
will fail. The rules make it clear that there's a good chance ships will, in fact, not turn a profit. The rules assume a ship's crew (even a crew of player characters) might sail off with a ship beyond its normal shipping lanes in an attempt to not make the guaranteed monthly payments.
The thing is... there is no comfort to be had in the Basic
Traveller rules as written.
The underlying assumption of the Basic
Traveller rules is that things go
wrong. There are rules imagine an implied setting that dwells on combat, animal encounters, run-ins with the law, hijackings pirates, skipping, hostile encounters in space in on planets, ship holds that don't fill up, misjumps can occur because refined fuel is not easily available, jump drives can fail because refined fuel is not easily available, many worlds lack the parts or technology to repair anything from firearms to starships.
This doesn't mean that any given setting has to be like this. Everyone should make the setting they want. And certainly even in a particular setting there might be stretches of civilized space where refined fuel is freely available and trade is plentiful enough that merchants aren't always sweating every jump.
But the implied setting of RPG play -- based on the rules alone -- assumes things fail, things go bad, things are always on the cusp of turning into the next disaster.
The trade rules are only part of this. But they are part of it.
The implied setting of play is that travellers deal with trouble. They put themselves in harms way, go to extraordinary places, live lives most people would not risk. The rules make this clear.
This means that in the patch of space that the rules assume play will take place in (the patch defined by the World Generation System with depressed population levels on many planets and sub-starship technology on many planets) trade will be difficult. Profit margins will not be met. Making payments might be a problem. This is by design.
So, yes... the crew of a ship should be making their mortgage payments, and if they can great. It will be one less source of trouble if they don't have people after them to repossess the ship. On the other hand, the rules take the time to explain how one bolts from that responsibility in case one decides not to make payments. The rules then explain how one can get into trouble and avoid trouble by doing this.
The soil of the Basic
Traveller rules is science-fiction adventure fiction. The rules of the game are designed to create stress, conflict, trouble -- the kinds of things one finds in rousing science-fiction adventure fiction.
Putting the screws to crews of ships -- which includes tough times in a tough market -- is part and parcel of this. It helps drive the player characters to bold choices. It might drive them to skip, become pirates, or lead them to encounter pirates or end up on a skipped ship. This is all part and parcel of the implied environment of the game and the kind of adventure driven encounters, situations, and play that underlies the rules.
No interpretation of the rules demands that trade in the implied section of space created by the rules works efficiently. In fact, if one looks at the expectations of the rules one finds the opposite.