When I look at T5, what I see if a lot of work. And, it's not the type of "fun" work that Traveller is known for.
What's "fun" work? Using CT to create worlds, systems, subsectors and sectors. Creating vehicles, using Striker, Robots, using Book 8, and NPCs. Designing ships with Book 2 or Book 5. CT is, in a sense, a lot like T5, in that CT gives you tools to create your own Traveller universe.
T5 is an attempt to do the same thing--a cluster of systems for the GM to use to create his Traveller universe.
The difference between the two is that CT has "useable" rules. T5 has a lot of broken, or ugly, or illogical rules. So, when I say that when I see T5, I see a lot of "un-fun" work, what I'm saying that I see myself having to fix a lot of T5.
Some T5 rules are not necessarily broken, but just ugly or illogical. For example, the combat system is extremely broad and abstract. Each character is allowed one attack per round.
Now, in and of itself, that's fine. I can accept an abstract combat round. During that time, the one roll of the dice represents all sorts of shots, pulls of the trigger--single shot, full auto--and so on.
But, then the rules go an illogical route and apply modifiers based on the type of attack: Aimed Fire, AutoFire, and SnapFire are all treated with modifiers and restrictions to the attack throw.
So, now, the GM and players have a question. Just how abstract is the attack throw? One attack per round is sufficient if the throw represents all possible attacks during the round. And, the rounds are considered to average about a minute of combat time (which some being just a few seconds long, and others being longer than a full minute).
In a round that long, why can't characters fire at more than one target? Surely, if the rules address firing a weapon as either SnapFire or AutoFire, then there should be a way to attack two, three, or more enemies.
What if a character uses more than one type of attack in the same round? Certainly, if the game uses modifiers for SnapFire or AutoFire, then a character should be able switch fire modes within a minute or so. And, just how is ammunition tracked? How many rounds will a character have if he's got three magazines of ammunition?
And, the Range Band abstract combat movement system is fine, even desireable, in some situations, but not all. Sometimes, you want to play things out tactically on a piece of graph paper.
CT allowed a Ref to switch back and forth. Range Band combat was introduced, and each Speed Rating was given a set distance per turn so that tactical combat could be mounted. Speed Ratings are given distance in T5, too, it's just buried in a different chapter other than the Combat section--and the game doesn't make it clear that the rules allow for either tactical or Range Band based abstract movement.
I see too many problems like this if I use T5 for my system of choice when I play Traveller. It's maybe not "broken" in every part (and there are certainly some good ideas in the game), but there is enough of it that I would want to change in order for it to be palatable for my group.
Not when there are other, better choices available.
Unless I see something different for T5, I'm done with the game. It was a curiosity that I wanted desperately to like. There's just too much "wrong" with it, in my opinion.