The basic strength, for me, of the Traveller line that holds up under any scrutiny is the character generation rules. They have been expanded out and augmented by some new ideas, whilst still retaining a classic feel. Every single group I have come across loves these rules when they try them out. The other rules are OK too, but mostly adapted from previous editions, but it's the chargen that makes you want to play.
I like the fact that the game has opened up in different directions - you can still play it with the OTU in mind, but now you can also consider other settings and styles. I am really looking forward to the 2000AD titles, like Judge Dredd, as well as keeping an eye out for 3rd party projects, of which one or two are starting to pop up now.
I like the fact that the books are getting into shops and seem to be selling alongside D&D and WoD again. I think this could accelerate if the support is strong.
I like the fact that it goes back to the roots of Classic Traveller, by making a simple, accessible 2D6 roll high game system, without loads of frills and crunchy bits.