I don't have a copy of the '77 rules, alas.Because they did not playtest it enough? Because they did not care?
My long-standing theory: In the LBBs, Traveller starships appear to be originally conceived of primarily as a mechanism of convenience for transporting mercenaries and the criminally-inclined between the starports of mainworlds so that they may further their post-service careers of "misbehavior"; any other use -- mercantile activity, exploration, prospecting & mining, pleasure cruises, and what have you -- was considered incidental to the intended gameplay and was therefore relatively neglected in the design and operations rules.
Have you compared the standard hulls to the 1977 B2 design process, wherein power plants need only match M-drives, and J-drives are not constrained by power plant model? Left as an exercise for the reader...
"Didn't care" is close to my take on it. More to the point, I suspect that all of the standard hulls worked for specific sets of drives in the first edition, but they only changed the ones that directly affected the ships in LBB2 for the second edition.
And the trade rules' cargo rates weren't meant to provide a profit, just to provide revenue-generating stuff to pack in around the profitable speculative cargo to fill the cargo hold. The spec cargo is where the big money is, and it's risky so it's fun. (Hauling generic ISO containers around is boring unless the ref steps in and makes those ISO containers interesting.)
And, yeah... ships were either location sets or how the PCs get from one encounter to the next. If you flew a Trader, that was the pretext for adventures -- the mundane bookkeeping aspects weren't the adventure in and of themselves. "Close enough" was supposed to be good enough.
I'm just trying to take "close enough" and build a halfway coherent trade system out of it. Or at least analyze the economics underpinning shipping costs.
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