I think it’s great you’re thinking this way!
It's also why I turned on the "maximum verbosity" with my original post, so as to provide transparency into the thinking behind the decisions. Even if you're really experienced with the rules (and how to bend them, and why you would want to), sometimes you just look at what someone does with a set of ship design stats and the only thing you can ask yourself is ...
why do it THAT way??
So as advertised, I wanted to provide clarity on the thinking behind the decisions so that Referees (and Players who want to pester them!) have access to that thinking, can ask questions, draw their own conclusions and judge for themselves whether the notions behind the ideas have merit. That way you don't just have to take my word for it ... you can be your own judge.
My gang and I have been playing with this paradigm for quite a while now. It’s made the canonical High Guard maneuver actually a thing IMTU, and as you say, it makes the crew think about where they want to go for their free fuel… gives each star system some unique terrain considerations.
Aye.
I was lurking these forums, reading through old posts (went back to the beginning of The Fleet forum!) to get a feel for the community here, see if I could grasp the sensibilities of ship designers (past and present) and kept noticing the same blinkered thinking when it came to civilian ship designs (most of which were merchant traders, with the occasional yacht or safari ship thrown in). Most of the discussions were about Jump-1 versus Jump-2 (and Jump-3) economics, how to turn a profit with the standard merchant designs from LBB2, and so on ... and when people were "optimizing" those designs for bulk cargo hauling I would see 1G maneuver drives basically every time.
Now the reason for this pattern in practice isn't that hard to figure out.
Until LBB6 expanded the star system generation rules, every single star system had either 1 or 2 worlds in it to be bothered with ... the "mainworld" and the gas giant (if present). That was it. When reduced to the UWP code, each system basically only had 1-2 places to go (and one of those might be optional!).
When you can jump in to a system near 100+ diameters away from the only place in the parsec worth visiting (due to a lack of detail for other worlds/moons in system), there's basically no point in interplanetary travel ... except maybe to go to a gas giant (wherever that might be, handwave) to refuel ... and leave. When there's only 1 place you NEED to visit, there's only one place you're going to go, and if you only need 1G to get "there" in an hour or two, why would you ever need anything more than 1G?
Or if you'll forgive the more appropriate Star Trek quote ... this pattern indicates
two dimensional thinking ...
However, once you start thinking more expansively ... using LBB6 expanded rules for star system generation, where you have orbits and can have multiple populations on different worlds/moons within a single parsec ... suddenly, interplanetary travel (and travel times!) can start becoming an important consideration. When you have motivation to
GO to more than 100 diameters beyond the location where you jump into a star system, having more than a 1G maneuver drive suddenly increases in value! The problem is ... the Referee needs "details" on all of those other places beyond the "mainworld" in order to make that happen, and the basic UWP found in places like LBB S3 Spinward Marches doesn't do that.
SOME of the star systems found through the online
Traveller Map contain this additional system information ... but it's RARE ... mainly because it's a
LOT of work to use LBB6 to "finish out" a single star system. It can be rewarding to do so, if that's your thing, since the LBB6 system contains SO MUCH DETAIL(!)
o: ... but not every Referee has the time to devote to that purpose (and if your Players "leave the neighborhood" and don't come back, wasn't all that time and effort wasted?).
So there's a sort of "two dimensional bias" in thinking about starships. We tend to only look at hex maps of parsecs and by default think there's only one "mainworld" in each system as detailed by the UWP for that world. The only travel between worlds is interstellar ... because there are no other worlds detailed in each system beyond the "main" one in almost all cases. There are exceptions, of course, but those are so rare that it's hard to build up a campaign setting around just them alone (ala Firefly, which was interplanetary only, not interstellar). That in turn reinforces the idea that maneuver drives are "superfluous" items that only matter in combat (if then), but otherwise don't add enough value to want to have more than the stock 'n' standard 1G minimum, so as to have more room for "important stuff" like passengers and cargo that can earn money.
Well, if there's no compelling REASON to have anything more than a 1G maneuver drive in a commercial ship, there aren't going to BE any ship designs with more than a 1G maneuver drive.
At which point, it's up to the Referee to look around ... and see if there are any compelling reasons for why using a 1G maneuver drive might not
always make sense ... aside from needing to run away from pirates, of course.
Fair warning, it doesn’t seem to be a very popular idea I’m afraid.
Nor do I expect it to be. I would expect the default stance to be one of "if 1G was good enough for LBB2 ships made in 1977 then it's good enough for me today!" since there is a very definite COST involved in bumping up maneuver drives on ships (in both tonnage and MCr). It doesn't help that most of the "standard" hulls of LBB2 fame simply won't allow drive compartments large enough to fit much more than Jump-1, Maneuver-1 and Power Plant-1 within their preset limits before needing to resort to custom hulls, which then reinforces the basic notion that 1G maneuver drives MUST be "just fine" and perfectly reasonable ... pretty much everywhere. I mean, they're STANDARD for a reason ... right?
Regardless, I like the ship you’ve come up with. If I have time this weekend I might be able to stat it up for MgT 2e and have a better look at it (haven’t played with LBB rules in umpteen years so my CT-fu is quite weak).
Feel free.
If what I do inspires you to come up with something that you wind up using in a campaign with your Players, then I can consider my efforts in this area well repaid.