Similarly to blackirish56, one of my most favorite features of CT (that is, the books 0-8 in one volume reprint version that I've bought) was that you could get a copmplete, detailed RPG system in about 35$ (bought it in local currency) and you'll need nothning more to run a wide variety of games with it. In AD&D/D&D3E, you had to buy three expensive books just to get the basics of the game, and many more to add variety. CT was efficient; nearly no illustrations, a condensed format, little or no flavor text and one compact book to run a game from. Also, it was designed to allow the GM to build and run his or her own TU - and even openly encouraged it (in book 0, especially). Sure, there were a few "ground assumptions" such as jump times and the lack of FTL - but the OTU came in later supplements.
Another good point about CT - the rule system is, for the most part, simple, effective and easily modifyable. dice mechanics are easy. You need 2 matrixes and one modifier table to run combat - and that's it; no complex system as in later RPGs such as RoleMaster and GURPS, but combat was pretty much realistic and gritty, and could, ofcourse, be expanded. Chargen was a bit complex to learn, but very rewarding - and entertaining - a game unto itself, especially if you "roleplay" it (i.e. make the decisions from an in-character POV and make up explanations for the rolls results. No extensive multi-page flipping required - several tables, same page, and you have a character.
My biggest problem with CT was, in the beginning, understanding it; the rules were occasionally obscure, and nearly no examples were given; I found out how good Traveller was afterwards, but the learning curve was quite steep.
Another problem came from the various holes in the system - especially the combat system. No rule existed for character-ship or character-vehicle combat (or vehicle combat at all, except for ships); but these could be amended without causing too much damage.
If there will be public demand for a new Striker, publish that; but I think that the basic rules shouldn't be overly complex.