Your creative writing exercise, if you choose to accept it, is to frame each of these rather bland fundamental statements about Traveller into brief "historical" quotes by people in the OTU with whom we should be familiar:
The Jump Drive concept makes star travel both easy to accomplish and easy to understand. (I'd say something along the lines of: "The Jump Drive is the foundation of empires")
A communication speed limit establishes an independence for characters at great distances from their superior. Situations demand resourcefulness and initiative.
Different levels of technology allow players significant alternatives in how they approach situations. (A different emphasis on resourcefulness and initiative)
Gravity Manipulation makes its easier for players to conceptualize the actions of their characters; illustrations are more understandable if they simply show people standing up. (Yeah, this one needs to be rewritten no matter what).
Cheap fusion simplifies adventuring: it allows starships to refuel with readily available hydrogen; it makes most vehicles independent of fossil fuels or power distribution grids. At the same time, fuel problems can be imposed when they add to the situation. (I can see this as a quote from an analysis of how a Border Wars battle went wrong).
At higher tech levels, robots (and other artificials) are possible and often present. (clearly needs to be a quote from a pan-humanist radical terrorist)
Traveller accepts diversity and allows (even requires) a wide variety of beings to interact for their mutual benefit. Such a universe is richer than a purely human environment. (Truly from a diplomatic speech if I ever saw one)
The cosmopolitan universe is nevertheless human-dominated, primarily to retain a sense of familiarity for the players. (A separate part of that same speech in order to calm down panicky humans).
People with responsibilities are expected to act responsibly. If they do not, they won’t hold their positions for long. (Perhaps a growling admonition to new recruits into the Imperial Navy?).
There are no artificial rules constraining player action. Nevertheless, their actions have (potential) consequences. (And this is a growling admonition to new officers in the Imperial Navy).
Players can understand what happens in Traveller because it is driven by the same elements that drive all human (or sophont) endeavor: economics. (Phrase as a snippet from hault-Oberlindes, who apparently has insights on the human condition).
Crucial to the Traveller adventure concept is the idea that the rationale behind events or situations has a surface explanation, but when examined fully there are often deeper explanations which in turn give a greater understanding of how the universe works. (Maybe we should invent a Psychohistorian for this one?)
Many choices and alternatives give both the players and the referee an opportunity to choose between them, which make for more interesting and more exciting adventures.