Including the infatuation with effect and the desire to shoehorn it into every system, regardless of the consequences.
Ah, but Effect is so damn useful, mechanically and from a storytelling standpoint.
I've certainly been enthusiastic about MGT, but I'm not uncritical and I'm not sure 'fawning' is accurate (but I do have a weakness for superlatives which perhaps does make my praise seem a bit total
).
But I would suggest we leave the playtest experience aside and look at MGT as published. Because I think even the fiercest critics will find something nifty in it.
I'll try and evaluate some of your critques as per the core rules as best I can.
S4, your concerns over chargen are really more a matter of style rather than rules. Traveller chargen has always been very flexible in it's interpretation so you can really be as strict or as loose as you want. For instance, I prefer a mediated random, so instead of picking a table then rolling for a skill, I roll and then pick a table, giving me a random choice of 3 skills (or 4, or possibly 5 in some cases).
However, straight up you get as you roll still works fine. I rolled up an entertainer: she was promoted twice (not officer ranks, but an abstract of rising thru a career) and then rolled a 2 for advancement, in the third term, meaning she mustered out at the end.
It's in the extra stuff MGT provides that the cool stuff happened. On the career event tables, in the first term she (I rolled gender randomly too) went on an interplanetary tour, but then in the second, a 2!, meaning roll on the mishap table but not be ejected: she ends up with controversy, or scandal. On her final term, she had the opportunity to undermine the world leader in some political shenanigans, which she did, earning a skill.
The events table really helped round off the character. She was a rising star but then her career was stalled by a scandal. She grew cynical of 'the system' and fell in with some subversives, using her remaining celebrity to attack the establishment. She leaves her career bitter but excited by her new life as a revolutionary.
MGT does 2 things with classic chargen. Firstly, it rationalises and rounds out the different careers. Skills are balanced and increased a bit in number but are still nicely general. Skill acquisition falls between LBB1 and LBB4+, and now none military types have as much emphasis as the soldiers, including mundane Citizens.
Secondly, there's the added value of events, that, as well as giving extra story hooks, can also add additional skills that the regular career tables don't give, but that there should realistically be a small chance of acquiring in that career (I expect these to be expanded in Mercenary and High Guard to allow for things like intelligence school and attache assignments, for example). Events tables are basic but it seems the Ref should be encouraged to expand on them and make them more specific to his campaign.
Then there's the connections rule, that uses events to tie pc's together and give them a bonus skill level, useful to allow a player to boost his/her favourite skill (tho not above 3). Old CT pure random chargen produced too many characters with just lots of level one skills. MGT allows for characters to be at least professionally competent at one skill.
I don't think any version of Traveler has a better chargen system.
As for attributes equaling skills, well we do have our differences over this but I will say that in your example, Medic 0 + Edu 12+ would be as useful as Medic 2 /no bonus in a particular task, but if the former had to care for a severely injured patient they'd probably die (the healing rules are fierce!). Higher skilled folk are less likely to be called upon to make a skill check by wise refs, and the lower skilled would therefore have more opportunities to fail. There should be more commentary to make this more explicit, but it seems to be implicit in the written rules.
TBeard, Effect ain't that complicated. Subtracting 8 for when you need it should not be hassle; anyone that can't do that easily will have trouble playing any rpg. But if you don't want it you can eliminate it quite simply by not using it.
Burstfire doesn't double damage, it just adds the auto number for that weapon (4 or 6). Full auto increases the number of attacks, not the damage itself, and no more than skill 1 is of benefit (max 1 bonus for skill).
Actually I would agree that armour looks a bit underpowered at the moment, and no there are no rules per se for armour piercing ammo, but given the leanness of MGT overall these could possibly be expected to appear in Mercenary, along with an expanded weapon list. Shotguns firing pellets double armour at the target, for a slight increase in the chance of hitting at some ranges (slug rounds work as normal), so there is a hint for what might be coming.
AP can easily be added by just ignoring so many factors of armour rating before applying damage. Easy enough.
I've not had a proper look at the trade rules but they do on the face of it address some old problems, in that there is a per parsec element to earnings and that the types of cargo available is related to the trade classifications of the world at hand. I would like to see some account from the folk that like to run trade solitaire games and see if they can keep a far trader in operation for more than a few weeks.
WorldGen has variants/options which will almost entirely mitigate those impossible worlds the old system was wont to throw up (20-40% of the time).
I'm not saying MGT is perfect. There are mistakes, the deckplans being the worst offenders but also in how ship shares are to work. I have a few quibbles, like where certain science specialisms appear in which skills, but that's easy to fix with a pencil, or thinking some of the art could be presented better. I have slight concerns over a lack of commentary which would express the rules more clearly. For instance, I think there could be more about how initiative works, as I can see a little confusion appearing in the nitty gritty.
But overall, my impression of MGT is as something that expresses the elegance of CT, but is in many ways even leaner. That it also integrates equipment into tasks exceptionally simply (tho, again, computers need more commentary - the rules are ultimately clear, but require a few read-throughs).
There's always going to be things we want to house rule in any game, but I do not think MGT
needs to be house ruled to play properly.
S4, TBeard, I would invite you to look at the rules for themselves with an open mind rather than rely on secondhand feedback on this board, as you might be pleasantly surprised. In any case if you can justify the dollars it would be good to get a proper overview from the playtest's most critical eyes to see if there's something we've missed.
Mongoose themselves seem to be a bit overwhelmed by the success of MGT - it's been their bestselling game yet. They are committed to supporting this in a big way, and it is often in the supplements that Mongoose is at their best.