Do I detect a bad experience or two?
As any successful writer will tell you, a good story needs conflict. The 'OMG what do we do now?' thrill is what makes the story interesting.
But all that is about the Referee and the players, it's independent of any rules system and has no bearing on Traveller as a game.
Who?? Me??

I've had a D&D DM like that once, I left the game. We started great and then were to be tossed in a mine slave labor where he expected the players to be happy to fast forward a few years. Idjit...
But Traveller refs and modules, even game reports I've seen lately, still seem to be a bit of the "You're in a bad place, now get out." habit. When I create a character that I like, I'm also creating his goals and sharing them with the DM. Those goals tend to be pretty big and provide enough challenge for anyone. Whatever the DM has is just icing on the cake.
I think T5 is going to cause some issues unless folks start cranking out gear. The rules aren't bad, though I prefer CT concpets. However, there's so much background gearhead stuff that needs doing that you're going to be in "stuff creation" mode for a while.
Granted, for some folks that is the game. I used to be really hyped about ship design, even if I wasn't good at it. T5 gives you a lot of design decisions to make. So if you're a gear head gamer for any aspect, T5 would be a good buy. I could see the emergence of an entire CoTI meritocracy based on weapons systems, ship design, planetary and system data.
L