Can someone explain the charm to me of having a map of 4 sectors ... 5,120 hexes ... with 800 to 2000 systems ...
... and about 20-100 of the systems are large/important/earth-like/high-population/interesting?
4 Sectors:
Why would anyone WANT 3720 empty hexes, 1300 low to no population rock ball systems and 100 interesting inhabited worlds?
4 Sub-sectors:
When you could have 53 major systems (each system having 1 'important' and 2d6 'minor' inhabited worlds and dozens of rock-ball moons), 53 low to no population frontier or rock-ball systems, and 214 empty hexes.
What is the attraction for lots of jumps through near empty systems to get somewhere interesting?
Note that, for several campaigns I ran, I used most of the Domain of Deneb. It's a plenty large area — really gives a grand scope when they can fly the whole thing in a 2J4 ship (Megatraveller) — but the OTU has lots of inhabited rockballs. And not all are low population.
For what Golan is proposing, I'd suggest using massively tweaking the population throw; if the world's not size 5-A Hyd 2-9 Atm 5,6,8, don't use 2d-2. If it's Atm 2,3,4,7,9 and any hydro above 1, in the size 5-A range, throw 1 extra die, keeping the lowest 2, then subtract the 2 as normal. Atm 0,1, or A+, or Hyd 0, or size 0-4, B+, or S world, 4d6 keeping only the lowest 2, then subtracting 2. Asteroid belts, due to the large number of small bodies, I'd use 3d, keep low 2, minus 1d; the easy access to heavier minerals combined with lots of space to put people makes up for the higher risks and lack of habitability.
Yeah, it is more work, but it also nicely nips the "populated small rock" problem down to reasonable "This system has unusually rich plotnium deposits"