While GURPS NOBLES and T5 have similarities - there are differences involved that have me scratching my head. It will make for fodder for us to talk about privately or maybe not so privately in another thread in CotI. Maybe "in my traveller universe" perhaps?
When I try to rationalize what is in T5 as far as lands held as fiefs, I find it interesting the number of actual "small hexes" are required for the Landed nobility. With half held on the planet proper, but the number being calculated by the rank of the Noble, it makes me wonder by what mechanism these lands are reserved. When a world joins the Imperium - is it automatically required to hand over a given amount of land for Imperial use - ONLY by the number of nobles assigned to the world at that time? If the world acquires a new noble, is it required then to give up lands to the imperial reservation - or were such lands already handed over when the world joined the Imperium?
With GURPS Nobles, some questions were potentially answered, and some that largely didn't fit with my concept of Nobility in the Imperium. It is the nature of the beast (so to speak) that people in power tend to work to keep what power they have and maybe acquire more. Some for good, some for bad - but the Nobility has to have special perks that set them above others or they're just "others" with a different name. What those perks are - don't make sense unless some real power comes with it. Having a Knight as an acting liaison interface between a world and the Imperium may have some advantages, but where does that knight go from there? Do the fortunes of that Knight's family rise with the growth of the world in question? <shrug> No one knows because it wasn't given much thought in the grand scheme of things. Largely I suspect, because there are SOME things that are strictly "IMTU" and developers of the game lines didn't want to write canon that would leave fans howling at how it violated their campaign universes they had set up over time. But, ideas being what they are - sometimes someone outlining what they did, and even WHY they did it, can provide thoughtful fodder for other GM's to either steal or steal with modifications.
Eventually, I will likely set up some rules for Inaccurate jumps by creating a table. For those of us who don't like Jump masking (such as myself) it might be useful as a secondary means for extending time in Normal space much like jump masking does. A rose by any other name kind of thing...