[unfortunately for my world view, the TCS 'olympics' was routinely won by a fleet of missile armed 30,000 dTon craft.]
AT,
That occurs because you can bring more "weapons" to the "party" on a given budget. Whether the "weapon of decision" is missile bays or meson spinals, there'll be an upper tonnage limit for the ships that carry them. Observe that upper limit and you'll have more hulls carrying more copies of the
Most Effective Weapon at Tech Level X.
Why do navies in the OTU build vessels that are larger than those weapon-derived upper limits? As with many
Traveller questions there's an in-game and a meta-game reason for it.
First, in-game: We tend to forget that the fictional naval architects of the fictional OTU do not have copies of
LBB:5 High Guard sitting on their desks from which to design near-perfect ships. We can parse the numbers from weapons, screens, and drives tables they have no inkling of. We can also analyze the to-hit, to-penetrate, and damaage matrices they also have no knowledge of.
(In the Real World we have a similar problem. There has been no appreciable naval combat for over 60 years, so none of our current designs have really been tested. Sure, Israel and various opponents have "proved" the utility of SSMs several times since 1967, but only with small numbers of attacks featuring small numbers of missiles launched from small numbers of ships. The RN's experience off the Falklands only "proved" that a lack of true air cover - instead of a handful of subsonic jump jets operating from laughably sized "carriers" sparring with an equally small handful of supersonic jets operating at the bleeding edge of their bingo limit - can potentially prevent a naval force from operating at all. A real naval war will "teach" many lesssons and find many designs lacking.)
Second, meta-game: Huge ships are "kewl" and "scary". Players want to see a Death Star every now and then, so the rules need to provide one.
Have fun,
Bill