The Traveller Adventure uses TCS tankage in a LBB2 ship as a plot device. I think we can safely assume that is accepted by canon.
I'm ok with that for now. Doesn't make much difference in the cost in any case.
I wouldn't bother. We actually do maintenance on the jump drive after each jump (LBB5) plus annual maintenance of the entire ship (LBB2).
The LBB5 phrasing looks like inspection and calibration rather than an incremental overhaul. It seems to be there to make sure that ships don't stop in a system without giving adversaries an opportunity to engage -- unless otherwise declared, at unspecified higher risk. Notably, it doesn't require starport facilities, which the annual overhaul does.
No special rules, as the Yacht illustrates.
I'm ok with that, but... If it can do two jumps with 4 weeks of fuel, why can't it (or any ship) do 1 jump with two weeks of fuel? And if that's the case, why is there a four-week minimum requirement? ("Because the rules say so" points to an in-universe policy decision rather than fuel consumption rates driven by the game's physics.)
As we can add extra tankage easily as an aftermarket mod according to TCS, we don't need especially designed ships.
I'm ok with that.
We can do three consecutive jumps on the basic four weeks of PP fuel, but then we have basically no margin for error. A nasty Referee will start to roll the dice...
Yes. Three weeks fuel burned during the jumps, with the remaining "week" being necessary to get to and from 100D. Main-line commercial ships won't cut their fuel requirements that close, and independents shouldn't.
And that comes back to the in-universe policy decision I mentioned. The 4-week requirement establishes a 2-week reserve beyond a normal 2-week jump cycle (out to 100D - jump - in from 100D, loiter for a week). The Type Y
works because the 2-week fuel consumption is half the four-week consumption . It's
legal because it's rated as Jump-1 -- on paper it has fuel for 1 jump and 3 months powerplant operation (and nobody could
possibly imagine that the excess power plant fuel would be used for the Jump Drive). <Whistles innocently in Vilani>
The practical upshot is that ships will carry fuel for the intended mission (out to 100D - (jump - repeat as needed) - in from 100D) plus two weeks additional powerplant fuel as a safety reserve. PCs may forego the reserve; but as you note, that has its risks. Still, the 5Td of "safety" fuel are costing them Cr7,500 (Cr500/ton refined fuel, Cr5000 in lost cargo revenue*)...
As an (economically silly) example, a Type A Free Trader crossing a 3-parsec rift would carry demountable tanks holding 45 tons of fuel, for a total of 75 tons of fuel. 60 of that are jump fuel for the three jumps, 10 of it will be used by the Pn-1 power plant during the three jumps and the outbound and inbound normal-space legs, and the last 5 tons are the two-week safety reserve.
I have no better term, but it leads my mind to "tanker". How about "over-fuelled" or "multi-jumper" (bi-jumper, tri-jumper, ...)?
How about "Long Ships" as the category, and "Long" as the mission modifier? (E.g.: Long Trader, Long Liner). I see this as a parallel to the use of "Far" for ships with higher Jn than typical for their type (e.g.: Far Trader). Unless it's already used for something else?
* The J-1 ship is standing in for a J-3 ship that can do it in 1 jump so they get paid the same. (Or I could run the cost-per-ton-per-parsec numbers on a Type A with only 7 tons of useable cargo space left but honestly they're not making money on this trip anyhow...)