I have slowly come to the conclusion that the only part of High Guard without major problems is the character generation.
I thought the character generation system had extreme issues.
In HG 2e, you can go to one school/program after another, never learn a thing (due to bad rolls, of all things), and still receive promotions or decorations for that term, and continue onward with your career as if nothing happened. I don't know, but if I was a school commander, and my school taught 6 areas (Gunnery School), but there was only a 33.33% chance of a student actually learning anything in each of those areas (i.e. a 66.66% chance of learning nothing), I would not be satisfied, nor would my superiors, and I assume the students would be pretty unhappy, as well. (I assure anyone that it is entirely possible to roll lower than 5+ on 1D6 for all six areas, more than once, thus having many students learn nothing at all.)
From a character building standpoint, I want to build the character I want. If I want an engineer, then those are the skills I want. If I want to build a pilot, then those are the skills I want. In HG character creation, I get a random mish-mash of skills whose only real difference from Book 1/Supplement 4 is that it is likely I'll get a tiny handful of extra skill points.
Of course, I acquired Book 7 very far along during the Classic Traveller period, and didn't like it much when I did, so I didn't read it thoroughly. It's internal character creation system looked like book 4 and 5, but was considerably modified to deliver far fewer skill points, rendering it no better than Book 1/Supplement 4. The trade system left me uninterested at the time. I never saw the INT-based limit on total skill points, which would be pointed out to me in the early 2000s by kindly but more knowledgeable Traveller fans. It was quite a shock. I opened my age-old Traveller Deluxe box and pulled out a stack of old five and six-term HG 2e characters I had rolled up in the 1980s, and as I looked down the list of skills versus the INT scores, and I realized that every single one of those characters violated the Johnny-come-lately Book 7 skill point limit. To this day, I continue to feel that wasn't a "real" rule, to be best ignored.
In HG 2e, you can, if you succeed in one of the pre-enlistment options...
... go to the Naval Academy and have a 50% chance, each, to learn only 3 skills. You could get through this, often, with no skills learned.
... go to college for four years and learn absolutely no skills at all (I do not see any skills offered in the description). You do get an increase of EDU by 1D6 - 2, but in CT, it was your skills that mattered, not your stats; and this still provided a 33.33% chance of getting no EDU increase, anyway.
... go to Medical School, but from here, you are guaranteed 4 skill points, including 3 in Medical; and possibly two more skill points. The other pre-enlistment options were just play-schools, then.
Yeah, the HG 2e character generation system left a lot to be desired.