I could cite millions of elements in Traveller that are strongly based on fiction not fact for gameplay reasons.
I doubt that very much. Most of the rules are simplifications of real-life (factual

) facts. Some of them are simplification of fictional facts. But very few of them are going to have a one-to-one relationship to the facts, fictional or factional as the case might be.
Who will believe that if you try to enlist in the Imperial Navy, the recruitment officer will whip out a pair of dice and sign you up if he rolls an 8 or more, even if it is an imaginary organization? Or that if you fail to enlist, the press gang will scoop you up and deliver you to a criminal gang on a roll of 6, even if it is an imaginary society? Or that Fate, or somebody, will prevent you from becoming a hunter because it isn't using extended character generation? No, it's just that the rules are simplifications of the hugely complex chains of events that lead to one person enlisting in the Navy and another one ending up forging passports for a living.
Or is it really impossible to misjump from Regina to Shionthy? In a boardgame that used the CT misjump mechanic it would be impossible, sure, but Traveller is a role-playing game. If the Referee thinks the campaign would benefit from a misjump from Regina to Shionthy, he will, by gum,
introduce a misjump from Regina to Shionthy, whatever the rules may say. Because the rule is a simplification of that infinitely complex (and completely fictional) process called misjump.
Get into realistic discussions like that and the whole game starts falling apart. Then you arent' discussing Traveller any more but some kind of hybrid between Traveller and the real world. And I thought this forum was about Traveller.
Traveller is a set of rules describing a fictional world that is very similar to the real world in many ways (Though certainly also very different in some ways). Discussing what a rule really covers helps figuring out rational ways to interpret them when the game steps outside the boundaries of the rules. You can't do that with a boardgame, but you can with a role-playing game. And that's the way I, for one, like it.
Hans