What I figured about CT character generation was this:
You rolled your dice. You had six stats. You could either choose a career that made sense for the stats or try and force the issue. Each term meant a chance for death. If you had a character that you liked, it was up to you to decide if you wanted to push your luck. If you had a character you didn't like, it was typical to push your luck.
The characters who lived through character generation had a chance of dying. This, right off the bat, seemed to make them slightly more worthwhile.
Most good Traveller characters are four and five term characters, aged 34 to 40. This is an interesting aspect to CT that it gives a little boost to older folks, instead of concentrating on sexy, youthful prodigies.
One of the better aspects of character generation was figuring out what the random rolls meant--rather than making up your story, you were presented with a list of facts about your character and it was up to you to make those fit, which is a sort of reversal of getting what you want. Obviously, it doesn't appeal to those who want what they want, when they want it.
But I'll agree, most games succeed best when the Referee injects some choice into the matter. For example, when the character generation is over, the Referee offers a trade of one skill level to the players to opt for any skill offered in the various tables offered by their careers, and then when that is done, if there are any skills required by the adventure or campaign, those are distributed to the characters.
Just because the character generation system isn't what you want, doesn't necessitate the writing and publishing of a whole new book. Just make it happen according to your desires.
John