You may want to take a look at the thread marked 'Errata' for Classic Traveller. Then again, you may not, if as a player you're content with the rules your Referee uses.
OK, let's flashback to 1977.
I'll bet the CT was written out by hand, and then maybe typewritten later. Photocopying in that day was horrendously expensive. The RPG industry was just a fledgling affair, and no one really knew if it would take off or if money could be made. A few guys, with college degrees and some great ideas about how this "D&D" concept might be changed to SciFi and made to be different, certainly, and perhaps better, get together and write Traveller.
GDW, then a small outfit making war games, probably doesn't want to unnecessarily delay the release of their new product, and editing without the WYSIWYG editors of the next decade is expensive and time consuming. Perhaps a few ditto copies get floated around, some friends playtest the rules, but overall, everyone who is involved in the production plays through the earliest versions, so of course
they all understand what the rules mean (even if it's not exactly apparent that they actually
say that.
The manuscripts are set up at the printers - also a very expensive proposition back in that day - and the first print run is made. Without the Internet, instant feedback about how the rules are, in some places, poorly worded, need a bit of clarification, or just plain are misprinted in the whole manuscript-to-final version process, mistakes happen. Some are corrected in the next edition, perhaps, but typesetting and printing is still pretty costly in 1981. Computer editors are not that widespread, have poor utility in many cases, and most publishers and printers simply don't accept dot-matrix printed output. Errors remain, because who bothers to write the publisher and rant when Rule 1 exists and everything is fungible anyhow?
Etc, etc.
My point is that, in the context of it's origins, at the beginning of the RPG industry 30 years ago, in the absence of certain technologies including computer editors, computer offset printing, the internet, etc, Classic Traveller is a good, solid set of rules. And Rule 1 was then a huge departure from the practices of the day, and was innovative for it's time. It's not perfect. But I have seen a dozen games published WITH all the aforementioned advantages to creation, editing and feedback that STILL stink, and can't hold a candle to what Miller & Co did 30 years ago on a shoestring budget (IMO, I believe) without those technologies.