MP = Merchant Prince. Ah, right. Took me a few minutes, not one I run into much.
Sorry about that, I should have put its full name (at least) the first time I told about it.
When push comes to shove, the game-master has to have a role in things. Rules are fine, and I will gladly add my voice to the call for better rules, but at some point rules become an abdication of responsibility. Your players land with full cargo at a world with 200 TL2 people. Do you follow the rules, however insane they might be, leaving your players wealthier but vaguely disturbed at the unreality of it all? Do you drop the rules and impose a stiff dose of reality - "Really? Now? You couldn't have mentioned this BEFORE we left the starport and jumped here??" Or do you exercise that magnificent piece of wetware between your ears and come up with some of the clever innovation the game is famous for?
If you are going to allow the absurdity of a TL2 200-person world hanging between two high tech trade worlds to exist in your own TU, then you had better go into the game with some idea of why 200 people are hanging out at TL2 on a trade route between two technologically advanced systems, and it had better be something a lot better than, "Oh, that's what the book says."
You're free to edit out whatever absurdities crop up, and it's not terribly hard to do that on the fly: "Oh, no, that's TL12; the library database has some errors in it."
Agreed with you about if there are some rules you (or your gaming group) find fully absrud, simply ignore them or change them for house rules, but OTOH, if you want to play it with different groups, you wither adapt the rules for all of them or must play with rules as written, as you should if you want to play with unknown people (e.g. in a games convention).
And in any case, I expected the more absurd rules to be the first ones to be washed away in the next versión, and yet MP have remained through many of them.
Perhaps most people loves them, but, personally, the only reason for that is if you want to get rich (and so, to a point, to"win") without risk (and so without challenge), as there is none in MP trade rules.