What can I say, I got involved with the design and writing of Space Opera *because* Traveller just didn't work for me. (I can't for certain speak for the other writers, of course - that's only my personal opinion and recollection - but having spent some time with Ed Simbalist way back, I am pretty sure he felt much the same).
(Of course, Space Opera was FAR from being perfect. But I like to think, and I know Ed did, that the technology and societies that we created were, in the first instance, at least advanced and mostly believable by the standards of the early 1980s, and that the societies were much more believable than the Imperium ever was ... but, hey, it never sold as well as Traveller did, so you can probably discount that opinion ;-)
It was too limited. The whole idea of the Imperium, even the little description that was actually provided in 1st Edition CTrav, #1-3, was downright unbelievably silly ... even given the supposed technological limits that supposedly were the reason for it.
The technology? It wasn't even advanced for the 1960's, let alone the 1970's, and has really never improved, overall, substantially - Stryker and Fire, Fusion and Steel notwithstanding (they improve only relatively unimportant subsets, IMO - mainly vehicles, and then, only a bit).
I won't comment on the current version, except to say that I don't see myself ever playing it (and, despite my disappointment, I both ran and played CTRav games, and enjoyed them, and played some MTrav, though that was aborted because the 1st Edition was unplayable as printed, and here, in the wilds of Oz, the errata took their own sweet time in arriving ... TNE was the best game *system*, but still stank as far as technology and the believability of the background was concerned ... Virus was even stupider than the idea of a Feudal Imperium spanning the stars, T4 was OK, background still being problematic) or even really using much of it.
There's nothing wrong with it, per se, except that it needed a firm editorial hand, the excision of at least 300 pages of useless rules for useless things (I mean, seriously, who actually needs rules for siblings and offspring in the *Core Rules* of a game system?), some comprehensive playtesting that was actually listened to, some comprehensive explanations for lots of things, and some comprehensive proof reading by someone not in the inner circle at a point in time where their corrections could be added to the final effort.
I guess that's called damning it with faint praise. But it could have been *so* much better, even allowing for the still dated for the 1960's technology and silly background ... it could have been something that Traveller never was*, as written, anyway, a real toolbox for creating a wide variety of SF adventures.
* (Sure, you *could* house rule and write scads and scads of additional material for CTRav to make it something else ... and, in a sense, that's what its competitors, like Space Opera, were doing ... but as a stand alone game, it wasn't really all that modifiable as it was written ... YMMV).
I've showed T5 to my gaming group, including our Traveller Guru, and they (and he, especially) were astounded - at how unusable it was *in its present form*.
He was really astounded at the lack of any serious attempt to provide rules use examples, amongst many other things.
That's my .02 Pacific pesos worth, FWIW, and, of course, YMMV ... and probably does, and probably violently, too
Phil McGregor