The trouble is there's implied setting in the rules though - little bits of it hidden away which trip people up (or at least me) till I realise they're there, for example...
Atmospheres
So even on type 6 planets, if the TL is high enough, people may still prefer to live in domes.. - domes not dirt -makes the Traveller setting implicit in the world gen better imo.
Fascinating. I never would have ended up where you did given the rules.
For me, the unique nature of the government types, law levels, and tech levels suggest scattered worlds, barely connected socially. The starships available in the rules (and again, I'm talking the Basic Traveller rules) as well as the trade system suggest infrequent commercial traffic and limited communication between worlds. (Mail between worlds being handed over to sporadic trips run by private contractors, for example.) I always assumed worlds that were culturally isolated, many of them quite exotic. The thing that connected them, and could see each world with perspective, were the Travellers -- the adventurers, the traders, the mercy companies.
Also, keep in mind, when I'm speaking of "setting" I'm speaking of a limited number of subsectors specifically generated for RPG play. What the cultures are like "off stage" is interesting... but not what the Basic Traveller rules
do.
For example, I never assumed in any way
Star Wars or
Star Trek had any influence on
Traveller. (The story Miller tells is that Traveller was at the printer when he first got a chance to see
Star Wars.)
And as for
Star Trek...
Basic Traveller, for me, assumes military vets out to build their fortunes in the kind of interstellar environment described above: a few key worlds connected by regular trade and commination... and a lot of cool worlds off those routes where adventurers and/or a merc cruiser or two can make a difference. And, aside from journeying to exotic worlds, I never made much of a connection.
The influence for me were the SF stories of the 50s and 60s -- where each tale usually involved going to a uniquely built world or dealing with a unique culture or aliens. (Again, I'm talking Basic
Traveller. Not the Third Imperium.)
I'm not posting this to engage in a debate about this. We're simply approaching things so differently. I'm posting it to say, "I think the two of us seeing things so differently flykiller's point is proven!"
As for the die rolls, the text explicitly tells the Referee to ignore results as desired, or to build specific UWPs as desired. They were never meant to represent "real" astronomy or "average" worlds -- clearly! As the text says, the process is a "prod to the imagination." It is there to produce edge results, strange results, and results that demand justification and rationalization. In this way they produce unique, specific, entertaining worlds for the PCs to encounter.
But if the Referee wants more logic, consistency, or homogeny in his subsector, reworking the tables or simply crafting UWPs makes perfect sense.