The problem that you're going to run into is that subsectors have millions (if not billions) of people in them. That's a LOT of room for "exceptional specialists" in all kinds of fields.
Take medical skill, for example (and I'm going to use CT here for this because that's what I know).
The expectation there is that skill-1 is "basic first aid" while skill-2 is "nurse/EMT level" ... skill-3 is "doctor" and you need to have DEX 8+ on top of skill-3 to be a "surgeon" (LBB1.81, p20-21). Xeno-medicine is medical skill @ a -2 level. So if you want a "doctor level in xeno-medicine (basically, alien species, of which there are PLENTY in a Traveller setting) then you need skill-5.
If you try and say that skill-3 is a "one per planet" type of skill level, then there can be ONLY ONE DOCTOR (of medicine) on any given world ... by definition of the constraints that you are trying to impose. If a world has population: 6+ ... does that make any sense at all?
I would argue that the "category boxes" you're trying to squeeze skill levels into doesn't pass the "smell test" ... let alone the "laugh test" ...
Now, a much more practical assumption for a Referee is that the PCs might only "know" (personally) ONE person of skill-3 per planet in a particular field ... but there are plenty more people on that world with skill-3 that they DON'T KNOW and aren't acquainted with (or know how to get in contact with them). Basically a Referee version of "if you don't know them, they don't exist" (even though they obviously DO exist, somewhere).
It's a very different thing to say planets only get ONE skill-3 person per planet ... versus saying that the PCs are only
acquainted with one skill-3 person per planet (there are more, they just don't know them "for free").
Such an interpretation has knock on effects for things such as starship crew recruiting.
- If you recruit the ONLY skill-3 person in an entire map hex to join your crew, that map hex no longer as a skill-3 person in that field ... because you hired the ONLY ONE THERE IS.
- If you recruit the ONLY skill-3 person that your PCs know on a particular world, they should have to expend a LOT of effort to be able to find (and recruit) a second skill-3 person (who isn't already gainfully employed in their field).
The first is an absolute statement of supply.
The second is a statement of availability/social networking along the lines of "Oh, I know someone..." for ease of accessing NPCs (and their skills).
An entirely different way to approach the question would be to make Social Standing a factor.
The higher your social standing, the "easier" it is to "know" the people with high skill levels in their respective field.
The way I would work it would be to roll a PC's Social Standing
or less (so high social standing offers an advantage) to "know" who people with skills are that the PCs can go to ("I know somebody"). For the more criminal/unsavory skills (bribery, forgery, streetwise, etc.) the Referee can invert that (so that low social standing offers an advantage).
If you want to recruit someone to your cause/crew after you've "found" them ... make the Social Standing roll AGAIN, but this time with a DM. Count the skill level of the person as an adverse DM (working "against" the roll to reduce the odds of success) if the PC has the same skill as the person they're trying to recruit ... or if they don't have the same skill, double the adverse DM for the skill level of the NPC.
Examples:
- A Social Standing: 9 PC wants to recruit a Pilot. They want someone who has Pilot-3.
- Roll 9- on 2D to find a person with Pilot-3 skill.
- If the PC also has Pilot skill, roll 6- on 2D to recruit them to join the PC's party.
- If the PC does not have Pilot skill, roll 3- on 2D to recruit them to join the PC's party.
- A Social Standing: 4 PC wants to recruit a (criminal) Forger. They want someone who has Forgery-3.
- Roll 4+ on 2D to find a person with Forgery-3 skill.
- If the PC also has Forgery skill, roll 7+ on 2D to recruit them to join the PC's party.
- If the PC does not have Forgery skill, roll 10+ on 2D to recruit them to join the PC's party.
The point here is that higher skill people/NPCs
are allowed to exist within the setting, but the PCs are "unlikely" to have "access" to them or are otherwise "unlikely" to be able to "convince" them to drop whatever they're doing in order to join the party of PCs.
In other words, you can use Social Standing as a proxy for the old saying of "birds of a feather flock together" in order to put some constraints on who the PCs "ought to know" and how open/amenable those NPCs might be towards "helping" the PCs with ... whatever.
Note that this kind of approach, rather than using a(n artificial) "scarcity" threshold like you were assuming, winds up being much more flexible/amorphous in that there are no DEFINITIVE answers to the question of "how many people have skill levels at what level?" ... but rather hinges upon "how many people might be RELEVANT to the PCs at any given skill level?" when it comes to interacting with NPCs.
For example ... I never met Stephen Hawking while he was alive, let alone asked him to work on a project for me ... but I know that he existed and he was at the top of his field of research. That kind of "exist but are inaccessible to the PCs" factor is really all that matters with respect to a Referee and Players in a Traveller setting. For storytelling purposes, all you need to know is "how many NPCs are 'gettable' by the PCs?" which is going to be a much narrower subset than the total number that exist (and when you're talking sectors, that can be hundreds of billions of people!).
Besides, there really need to be more
excuses reasons for Social Standing to be relevant to gameplay ... and making "recruiting" of NPCs one of those considerations has all kinds of knock on effects. Taken to its logical conclusion (and applied to NPCs as well, not just PCs) it can have some interesting effects on starship crew recruiting (difficulties) to be able to fill out a payroll roster.