if using the OTU, pick your edition's OTU flavor and stick with it for the time being; mix-n-match has issues of them not matching in the detail levels and tech paradigms. Use one cogent view first, then later rip, shred, mix, blend...
To quote Marc Miller: Map Only As Really Needed. Don't start by mapping a sector. Start no larger than a subsector.
No traveller edition supports the core tropes of Star Trek, Star Wars, Dr Who, Galaxy Quest, nor The Orville, when run as written. Most can be stretched to do them... If you ignore the FTL and tech paradigm differences, much of the Star Wars expanded universe is closer than the rest of them. Mando or Book of Boba are readily done, Bad Batch is a bit more afield
It has far more overlap with Firefly, Space: Above and Beyond, Gene Roddenberry's Andromeda, Homeboys from Outer Space, season 1 of the 79-81 Buck Rogers reboot, Space Precinct, and Jason of Star Command. And even much of Space 1999... but not the moon going FTL due to a nuke explosion...
Marc's stated sources include the who's who of 50s and 60's SF: Dune, Foundation, The CoDoverse, Doc Smith (both Fuzzy and Lensman), Heinlein (esp. Starship Troopers), Star Wars had effects on it, too, but not on Bk 1-3 1977 edition - Star Wars came out as CT was going to print. (Designer's notes in Dragon Magazine)
The range of activities all editions can be used for readily: firefly-esque merchant, the CoDo style mercenary game, the troubleshooter type game (like the BR Reboot season 1), , space cops, Socialites, renegade psionicists...
T4 has rules for running Pocket Empires, TNE has a colony running rulebook (World Tamer's Handbook).
Editions with minis games: CT has Striker, MT has the mass combat rules in Referees Companion which serve that role well, TNE has Striker II.
CT gives us Invasion Earth for planetary invasion rules; the ratings match those in MT, too.
CT has a boardgame of space combat matching its core rules relatively closely: Mayday.
TNE has two: Brilliant Lances is a more detailed version of the core space combat, plus some ship construction; Battle Rider is large scale combat.
CT has two boardgames of shipboard combat: Snapshot is Bk1 compatible; Azhanti High Lightning is Striker compatible.
T4 has the 3rd party released At Close Quarters for shipboard combat.
There is a version of GZG's Full Thrust specific for Traveller, but it's really naval ships scaled. It's good, but it's not suitable for "Adventure Class Ships"...
The early OTU is often reminisced about... it's often described as being the "444 plan" Books 1-4, Supps 1-4, Adventures 1-4... it's view is of a darker OTU, keeps to the small ships, usually ignores the advanced Army & Marine gen... the FGU adventures and sectors are compatible with the 444 plan. Note sup 4 adds 12 careers to CT's core 6; sup 3 is the Spinward Marches... A game with just those sources often looks more like Star Wars than like CoDo... but either way, war is hell, war is business, and business is booming in the early OTU.
Don't sweat the details... just note for your players you're running Your Traveller Universe, and get them into situations to react to.
The the closest thing to Marc's view on the editions I have extracted is that each edition's OTU is the same place... as seen by different historians. (My BA is in history, and put 3 historians in a room give them a topic, and between 3 and 7 resulting opinions on what's there will happen. Phi Alpha Theta pizza parties had some odd discussions...)