That depends on how you prefer your games to be run. Want crunchy second-by-second detail? Snapshot gives you that, in spades. Want rules-light narrative-form combat? Then it's a problem, if you see Snapshot (and/or AHL) as having superceded LBB1's combat rules.
It's funny, or rather it's funny not in a "ha ha" kind of way but in an "interesting" and "curious" kind of way. That is the group I did SFB with sometimes crossed over to Traveller, but they preferred the old standard basic personal combat rules over Snapshot, whereas the first two or three groups I did Traveller with always did Snapshot. Always. And those games were not adventure oriented as such, but were loads of fun.
Broken record time; as I've stated elsewhere on the forum in the 70s scifi was very much an open ended genre. Before the TTA books became a reality you had scads of scifi novels with really cool art by Peter Elson, Chris Foss, Roger Dean and a few others. That, good people, was the primordial ooze out of which Traveller spawned. And to me Traveller is a more grounded "off shoot" of that time. Traveller may actually take some of its cues from pulp 1960s and 1950s scifi books and comics, but when my friends and I started playing and tinkering with the game it was that kind of an atmosphere. And it was also in the wake of Star Wars, and to a lesser extent within the shadow of Star Trek.
So, I've whined a bit about proto-Traveller on this forum, but to me that
is the game. When I read the alien modules throughout the years I've tinkered and played with the system on and off, again to me, they were optional background material. Ergo any rules that came with Robots, or that then new Mega Traveller game, or Knightfall or Flaming Eye, or even T4 when Imperiumgames was still around, is all fluff. Even Virus and The New Era are optional background material to utilize. So, the "rules as written", again from my perspective, are guidelines to help you game.
To me Snapshot, Leviathan, even Annic Nova, were frameworks for Your Traveller Universe. The only thing that's really
set in stone to me is the basic 8+ on 2d6 to hit roll for personal combat. There're no crazy rules for spells or special spells or even whiz-bang gadgets like the Plasmatic Pulsar Device nor, my personal favorite, Active Terminal Guidance for drones. Upon reflection I kind of would have liked the combat system to have been a touch more robust, but it works. It really does.
It's too bad jump torps, the Gazelle, purification plants on scout ships and the like look like monkey wrenches or "spanners in the works", but to me those are examples of variations that you can use or disregard. Magical times from pre-teen to post grad years with this game. I'm glad you all are still keeping the system thriving