...Second, because of the fact that Traveller uses Newtonian movement with relatively easy to attain acceleration capabilities, there seems to me to arise an issue that probably also needs to be addressed. Specifically that is, what happens in the event that a space ship is damaged when it has a vector that may be 'undesirable"? ...
This comes under the "space is very, very big" category. If you are very close to something, an "undesirable" course can be deadly rather quickly: a bad thing happening in the middle of a re-entry or as you're starting your fuel-skimming run will likely spell the end of your ship and everyone aboard - and then we can argue whether bailing out offers any hope or not. However, a bad thing happening in the middle of nowhere, say 60 diameters out from the planet as you're traveling from jump to orbit, usually means you're going to be drifting deeper into nowhere: you'll hit your orbital insertion point with too much velocity and zip past the planet and outward (or inward toward the local sun). Any pilot with half a brain will make sure his course does not court disaster if something breaks, especially given the very generous fuel and power resources at his disposal.
In the case heading out to the Jovian, you become locked into a fixed vector rather than running the planned acceleration-turnaround-deceleration course, and you'll hit the planet's orbit either before the planet gets there or after, again continuing outward.
Think of it like this: you're heading out toward the Jovian. The planet orbits counterclockwise from your point of view. You plan to arrive at the planet in time to meet its leading edge so you can make orbit. To do that, you must arrive there in X hours, Y minutes, and so forth. Arrive early, you miss your appointment (unless you alter course). Arrive late, again you miss your appointment, the planet moves on without you. There's a very, very narrow window where, if you coast from that point, you'll hit the planet, and that actually occurs in the middle of the acceleration leg - plenty of time for someone to head out and tow you into a safer course. From that window forward, if your drive fails you'll get there before the planet does. You will not impact the planet, and even if you're very, very close when it happens you won't be pulled in - you'll be in the middle of
slowing to an orbital velocity, so you'll have too much speed to do more than fly past and see your vector bent.
...As I've noted before, it kind of seems to me that there is a good potential for an aged or deteriorated component to fail when it is more stressed than normal. As such, what would happen, for instance, if a spaceship suffers some form of failure right about the time it intends to begin shifting from accelerating outboard to when it plans to start decelerating (or 'accelerating in the opposite direction)? Here it would seem that the ship would have its maximum velocity vector and it may be pointed in a direction that will likely eventually take it outbound from the system unless it can be repaired or "captured". ...
Yes, that's a very good point. However, it's really only a problem for warships ('cause they have high-G drives), and they tend to be very well maintained, and they tend both to travel with support and to have their own lifeboats. Civilian ships don't tend to do more than 1-2Gs, maybe 3, and any world with a 6G ship's boat or two ought to be able to head out there and intercept them in a reasonable time. The only thing the civilian needs to do at that point is manage to keep people alive for a few days.
...Other similar situations may also include events where your damaged ship is drifting/passing near a potentially "life supportable, though low population" planet or satellite (or even disused base/mining facility etc) where your damaged ship does not have the ability to alter course and dock/land etc but a small powered lifeboat/lifepod may be able to do so. ...
In other words, your damaged ship is a warship or exploratory ship or maybe a miner, since merchants have no interest in such a system. If they did - if for example it was a pass-through point on the way to another system - it'd have a starport with fueling capacity, and it would also therefore have some boats available to help rescue you.
Additionally, on the topic of system redundancy on Traveller Starships and Spaceships, there seems to occasionally be some discussion about how the systems onboard a ship are likely redundant and potentially even segregated to allow undamaged sections to not be affected by the possibility that systems in a damaged section of the ship may not be working due to damage in that section.
...One thought that crosses my mind here is that in general many versions of Traveller do in fact appear to allow for the redundancy of some systems on a ship (such as the power plant, jump drive, maneuver drive, bridge and basic controls, computer, and some defensive systems, etc) either by allowing the designer to specify the fitting of additional backup systems (such as a backup bridge or computer etc) or by specifying a larger than needed component (such as a powerplant, jump drive or maneuver drive) than needed to attain the desired performance (such as fitting a type C powerplant instead of a type B where they would both put out the same power rating but the type C plant would allow for one extra step of damage over a type B, etc depending on the rules set that you are using). ...
You CAN in fact fit backup systems under High Guard and MegaTrav rules. There are rules for how to deal with that in
Trillion Credit Squadron and the MegaTrav
Referee's Manual. Combat damage rules may imply redundancy in some other systems, in that it's not possible to damage them (no damage roll for the life support, inertial dampers and so forth). Those either have sufficient built-in redundancy or sufficient dispersal that battle damage is not likely to significantly degrade their function. It could be something like lightbulbs: you might knock out a few lightbulbs, but there are so many and they're so easily replaced that it doen't affect much.
At any rate, whatever it's "like", it's clear that systems like life support systems are resilient, at least in combat situations. Whether they're resilient in other situations is up to the gamemaster.
...Finally, in looking over the rule for Mega Traveller the other day I noticed that in addition to the potential for system damage and/or destruction due to combat the way the task system rules were written also suggested to me that due to a 'spectacular failure' systems can also be damaged and/or destroyed (if I am understanding correctly) which leaves me with the impression that the possibility for something going wrong on a ship may not be as uncommon as some may think. ...
With a few exceptions, that's almost entirely up to the gamemaster. There are no rules, for example, on how often you need to get into the guts of the life support machinery; there's just a general annual maintenance rule and rules about life support costs, implying use of some consumables or wear items. Ergo, any application of the task system to the life support machinery would be something cooked up by a specific gamemaster for a particular game, rather than something one would expect to see in anyone's game universe.