Seeing as GDW enjoyed a multi-decade career as award winning war game designers and seeing as you're just some guy on the internet, I'm pretty well satisfied the assumptions they did take.
That's the counter argument? Really? The guys who wrote the games were simply "some guys NOT on the internet." You being "some guy on the internet" doesn't make your substantive points invalid, their content makes them valid, or not. Nothing else matters.
Base assumption of sand. They won game awards, so sand is realistic? if it is not realistic, that is a bad assumption. It's not even realistic with loads of techno-handwaving, and given SC TLs, we can't use technobabble hand waving. Explain how sand is a "good assumption."
So award-winning game designers (what kind of physics degrees do the award-
givers have, again?) write B2 combat, where sand works 100% against beam attacks, and then write HG where it doesn't, and that is good enough? They wrote rules where lasers can very likely miss ships even at close range, when right now we can hit specific parts of targets with lasers that are crossing targets (note that at longer ranges, the angular motion is going to be less, and even easier for beam-pointes than missiles around Earth). Targets that are every bit as tiny (angular size) as traveller ships.
The problem here is that you want different assumptions to be in play, not that GDW's assumptions were flawed.
No, they have many flat out wrong or flawed assumptions. Not IMHO, but in the "opinion" of basic physics. Our award-winning designers made a system (HG) where a spinal mount---that has to point the entire ship (grossly, they can certainly bend the beam a little for fine pointing)---can hit a tiny, agile (in HG terms) crossing target at close range better than ANY turret mounted weapons in the entire game. Not even any SINGLE such weapon, but batteries of 10s of them, and arbitrarily as many such batteries as you like.
What brilliant assumption makes this true, or even remotely sensible?
What assumption makes this good GAMEPLAY?
Or that missiles have a better to hit against a small, agile target than weapons that propagate at c? Good assumption?
Relative computer as a DM? It seems reasonable before you do the math. Particularly in the 1970s. But right now... I'm not seeing it. Ships can be seen and tracked (even using "computer" to mean the totality of relative avionics). Having better sensors and fire control might well give you a better chance to hit a target. It will NOT be a relative thing. Your systems being half as good make you no more vulnerable. It is an anachronism to combat of the period when the game was written when ECM, etc, mattered a great deal. A bad assumption.
Like Brilliant Lances? Why don't you post a poll and see how many people in the last year played that over-designed monster compared to LBB:2, Mayday, or HG2?
BL was similarly riddled with problems and bad assumptions. It was too complicated to play, too. Pretty much worthless. For the TNE era, BattleRider is a far better game, though similarly FUBAR in details. Basically the best part of BR was the movement system (rescaled Mayday, more or less). The broader, simpler combat results, while flawed, were a good idea as a starting point.
Here's the assumption you and people like you continually overlook: Games are meant to be played. Every design choice made during a game's development must keep that firmly in mind and, seeing as the games you're complaining about are still being played more than 30 years after their release, GDW was successful in designing games that will be played.
So what?
That doesn't make the assumptions right. That doesn't make them internality consistent. Doesn't even make them good gameplay. Wargames are not fun when results are contrary to reality. If the players are not incompetent with basics physics concepts, some results in a bad game will immediately suspend disbelief.
You are arguing that their games are in fact flawless, I guess. Any change would harm them?