MT armor ratings are (at least below rating 100) identical to Striker ones. MT Pens are almost always the same as Striker ones.
MT gives the Air/Rafts armor 4.
This means a snub pistol with HEAP rounds can take it out of the sky...
the G-Carrier is a measly 10...
To me that seems pretty flimsy for a vehicle that scout ships are equipped. My take has always been that the air/raft is a heavy-duty ATV kind of vehicle that is ruggedly designed for use in nearly any environment. Of course, there can be a plethora of air/raft designs available, and a lightweight family car version probably wouldn't be ruggedized to the point that it has as much structural integrity that it translates to what combat armor would have for a value. Common sense would seem to dictate, however, that the family car version wouldn't be what you find in the players' ship as a vehicle.
Jeez, 10 points for what is described as a "military or para-military personnel carrier", given the tech level these things show up and the type of small arms they are supposed to be protecting the passengers against is just laughable and makes no sense at all. A grav-carrier should be, IMHO, 30-40 points. A PG/FGMP can still kill one, or seriously damage it, but anything less than that or a HEAP RAM grenade will only do minor surface damage and protect the troops inside. Even an M113 could keep out anything lighter than a .50 machinegun - and relative to the tech levels, that's about the equivalent for keeping out 20mm CPR gun fire at TL-15.
For an air/raft 25 points keeps out any small arms fire, but hardly protects it from 20mm+ cannon rounds. Even a laser carbine or rifle will do some damage - but a snub pistol ..no. And air/rafts are open-topped, so if you are using the Striker rules (and I assume MT is the same) then any hits to the turret will just mean direct hits to the crew compartment without armor protection beyond what the crew is wearing. Even combat armor and battle dress won't save you from autocannon fire in that case. Plus, if you even consider that the crew is only vulnerable from the waist up, then per Striker the damage to the character is automatically stepped up one level to reflect hits to the upper torso and head. That means light wounds are now serious, and serious wounds are death.
So if anyone is worried that armoring the air/raft to give it some common sense structural integrity, and the players a fighting chance when going up against an autocannon mounted in a position that will allow it to fire on the air/raft for several rounds before they can get past it, fear not. The players can still be killed with impunity using the rules as they stand.
The combat rules are dangerous enough without having to make things any harder on the players by punishing them for doing what they think might work to rescue their buddy. I honestly think sometimes people forget that this isn't some first-person shooter and the referee is in competition with the players, instead of an impartial
referee. The opposition can and should make mistakes, too, and never have more info than they logically can have.
The players shouldn't feel that the odds are constantly stacked against them and arbitrary. If they come up with a daring plan to rescue a buddy that sort of thing ought to be rewarded so they are encouraged to be more daring as they grow into the campaign. Beat on them a bit - they can rescue their buddy but they lose the raft, get shot up a bit, and its maybe a world they can never go back to..throw in some new enemies for later as a result and you have an exciting end without killing everyone off just because "that'd be realistic."
It's a game not real life. Traveller doesn't have levels so the only way player characters "improve" into better characters is if the players are encouraged to improve their play. Now if you want exciting two-fisted play with gunfights, rescues, and action then you can't punish players when they try to do that sort of thing. If they makes mistakes then guide them towards a better solution so they learn, then see what happens. If you just kill them off every time you'll only end up without players and some cranky friends. What's the point in that?