CTs combat to-hit system is normalized to a rifle at medium range. I also find it interesting that clear terrain is a + DRM instead of 0. I think the philosophy is driving toward "think a way out of the situation before resorting to guns-a-blazing."
I believer your point (which I emphasized) is absolutely vital to the CT philosophy. The rules consistently point the Players to think along these lines.
One possible correction: When you say "clear terrain is a + DRM" I
think (but am not sure) you are looking at the Terrain DMs Table. But this table does not refer to rolls to hit. These are DMs to be applied to the Encounter Range Table. As far as I know, other than rules for Cover and Concealment, there are no DMs for terrain itself in Classic
Traveller.
Another factor is the inclusion of ancient 'pole arms' in the weapon mix. I'm am struggling to see a philosophy for their inclusion. Was there an attempt to have a common set of weapons with D&D? I must be forgetting about the use of these weapons in some early SF. The pole arms seem out of place for a SF setting, IMO.
Yes, books like The Dumarest novels as well as the SF pulp adventures of the 50s and 60s that
form the backbone of inspiration for Classic Traveller are full of archaic weapons.
Although Classic
Traveller became a "harder" science fiction over time as it became equated with Third Imperium (which is a very civilized place, even on its frontier), if one looks at the rules of the original three books one finds that the implied setting of play is an area removed from the core of interstellar civilization and of widely divergent technology, dangerous space travel, and limited trade. Especially if one looks at the Space Lane rules from 1977, it was assumed communication and trade between many worlds within a subsector would be slow if non-existent.
The implication was that many worlds would be varied -- cut off culturally and in terms of tech. Many worlds might be quite primitive. The Player Characters would be veterans of services from a more uniform Tech base, but travel to the frontiers, like vets from the Civil War heading West, vets from British Empire making their fortunes in Colonial India or exploring Africa, or vets from the US's 20th century wars becoming soldiers of fortune around the globe.
This isn't to say, of course, the game system couldn't be used for countless other setting and situations. But yes, the archaic weapons found in the game, which has always confounded so many people, are perfectly of a piece when one looks at all the rules as a whole and the setting of adventure they imply.