Having come late to this, let me say that I do really enjoy MGT, so far.
For me, the pros include a really excellent, and fairly customizable to taste, char-gen system, good task and combat systems, and a solid, workable system for designing spacecraft. It's also true enough to Classic Traveller, one of my very first roleplaying loves in the late 70s, early 80s, to rev my engine. The trade rules, at least on reading, look like they'll be a fine thing to work with, with a bit of advance preparation.
The cons include no really good, unified system for designing things like vehicles or weapons and armor, in the mold of Striker, or FF&S. At least not yet. I also don't really appreciate some of the production value gaffes. A lot of the heavy weapons and vehicles in the Mercenary book seemed more like something belonging to an anime game than a Traveller scenario, with the heavy weapons seeming more like a desperate afterthought then anything truly thought out.
That said, Spinward Marches is a truly excellent book, and High Guard was also very nicely done, with the exception of too many deckplans that are too micro to be of use. I felt the pages burned for that purpose could have been better spent. 760 Patrons is full of useful adventure seeds, though its perhaps less useful as an in-game generator then it could be. Traders and Gunboats, while it has some very lovely ships, well worth using in a game, also burned far too much space on deck plans, in my opinion.