kilemall; that's interesting, because I never played T4. I just bought a few of the books from the old Imperiumgames website. I had no idea.
It adds flavor to the operations of a ship, but I wonder if gamers "got into it", so to speak.
My guys are quirky, sometimes they will, often they won't.
I look at a lot of this chrome as an aid to me to visualize and render snap decisions/descriptions when they come up.
Only the T4 stuff I labelled is T4 related, the rest is my exposition adding descriptive chrome to a simplified old school chassis.
Like many here I had 'grav tank trauma' designing vehicles from Striker back in the day, and went through a bit of it designing a survey robot a couple years ago.
I only have 'Brilliant Lances' as suggested by many here for state of the art Traveller ship combat, and the T4 Central Supply Catalog, the daddy version of the MgT editions. The CSC has charts for most every sensor and power plant.
So between those two I can infer that T4 is sort of Striker on steroids re: equipment/ship design.
The crunchy gearhead stuff is also useful in thinking through the setting and making informed logical changes to it.
For instance the Striker improvement per TL for jet engines is laughable, you put in the right numbers and there are going to be jet engines even slapped onto grav vehicles until upper TLs render greater grav power.
But then you put in atmosphere restraints, i.e. every jet engine has to be designed for a particular world's atmosphere number and gas mix, and the grav vehicles win out for expeditionary flexibility.
Those rules don't exist to my knowledge (they may be in design sequences I haven't seen), and I have them more as a fuzzy conceptual, but they make for setting flavor you won't get out of the box and a reason to have those COACC flyboys.
All these vehicles have antennae this and that, which has long seemed deeply silly to me as no fighting tank let alone a ship designer is going to let their multimillion credit creation be blinded with one hit to a fiddly bit on the hull, nor miss out on VLA effects, another nice change I make without using stuff straight out of the box.
So in summation I think it's worth working out a lot of this to the extent that your group needs it. Technology and equipment are after all critical extensions of characters and in the case of robots and ships often characters themselves.
But ref time should always be focused on the story and adventure with equipment being part NPCs, enabling quest items and/or McGuffins.