I've got all the current bits and ran the first one. It's a nifty set up, and could go in at least two directions.
While it's sold as "piracy between the two empires," the support for that is kind of thin, IMO. I (as a referee) like a little more detail on where the trade is that they're supposed to be raiding, and what defenses are where. If I have a way to roll that up, or at least something to compare to what I come up with, that would have been better. There is a political framework to track which worlds are hostile/friendly to the players, as well as how much heat the Imperium or Aslan will want to apply to them.
As it is, a lot of the text supports the other goal that the King gives the PCs-- go out and make him friends, so that he can rebuild his ancestors' empire. The plot of most of the adventures support this, and there are a handful of smaller quests, one for each of several worlds per module, that can boost the players' esteem with those worlds, on top of the rewards for quest completion.
In all, it's a great big sandbox, with pieces here and there to play with and threads running through it, that may yet be more deeply connected than I've read yet.
So far, I ran episode 1, and it was OK, not great, with one of my player groups. The group is half young teens or pre-teens, half adults, and for all of them, it was their first experience with Traveller, and my first with running it. The kids started to get bored when there wasn't combat, and most seemed overwhelmed with option-paralysis when there was fighting. It wasn't the best of games, in short, so I may save this campaign for another group-- it's not their cup of tea.
I did like getting the Trojan Reach sector book, as well as using the big online Traveller map.