This is probably another way in which MGT is emulating CT's 'broad brushstrokes' approach.
In CT, long lists of 'routine' possessions weren't included because they didn't have a significant effect on the game - armour was important, civilian clothing wasn't - it didn't affect any outcomes, so it was just left as 'chrome' for the Referee and players to add or not as they liked. Similarly, a medic was assumed to have a medical kit - it didn't matter what it contained because those details didn't affect anything. If he lost his bag he might drop a point or two from his effective skill, but micromanagement of scalpel blades and pill doses wasn't what the game was about.
I haven't read MGT yet, but CT has costs for food both on a daily basis and long term subsistence. However, again, its precise nature wasn't deemed to be important. 'Dehydrated emergency rations' covered it - exactly what those rations contained made no difference to any outcomes, so it was for the Referee and players to describe if they wanted to.
Classic Traveller was designed to be a framework, and MGT has chosen to emulate that style. Much of the detail, the 'chrome', is left for the Referee and players to negotiate, figuring that this is less of a burden than having to specify and track hundreds of individual possessions.