FarTrader,
You are preaching to the choir when you extol the virtues of CT to me, it is my system of choice, but there are a number of interesting dynamics introduced in the MGT re-imagined rules. I apologize if I get this wrong, I have seen only bits and pieces of MGT, but here is a basic comparison of CT and MGT trade:
Role-playing aside (which is limited by player/ref imagination and independent of any rule system), the basic mechanic of CT is find a broker at the Starport, roll one cargo on the Trade Table, Roll for purchase price, apply world modifiers, buy it all (or don’t). House rules abound, but that is the core of the official rules for CT.
The basic mechanic of MGT is hire a Local at the Starport to find a seller for you. Once you find a seller, hire a Broker to close the deal. The process takes 1D6 days, but can be rushed to 1D6 hours if you are willing to accept a penalty on the purchase price roll. The seller has 1D6 different cargoes for sale. If you reject one of the cargoes, it appears that the Seller will not deal with you for a week. (This point is a little unclear – it either means that you must buy some of each cargo in order to be offered the next cargo, or it means that if you reject all of his cargoes today, then you cannot check for any new cargoes for a week.) You have the option to buy either some or all of each cargo offered for sale (up to how much he has – rolled like CT). With the ‘Find a cargo’ and the ‘Buy a cargo’ rolls divided between two checks, it increases the NPC encounter potential beyond CT. Multiple cargoes available and buying part of the cargo are now explicit core rules rather than ‘logical’ house rules.
For our group, this means that multiple party members can beat the bushes around the Starport using their ‘appropriate’ skills to locate sellers and then Comm the ship’s Broker to close the best deal/deals. This includes guidelines for Streetwise to find a 'black market' and Computer to buy/sell on-line. We also have rules for characters ‘helping’ the Broker to reduce the time required for the deal. Both are nice touches that would have required Referee Fiat in CT, but now have official guidelines in MGT. THAT is how MGT has improved our role-playing opportunities. (YMMV)
With all of the negative press that other parts of MGT has received, it seemed appropriate to point out something done well (IMHO) when I encountered it. The Trade rules appear to have been done well.