Hey, Spinward, have you seen my "ACS Zero" draft?
Cannot say that I have (or if I have, I do not remember reading it).
Would you like to post a public link to the document ... or would you prefer to send me a link via PM to keep it out of public circulation?
I suppose there are some things that just can't be saved.
Correction ... there are some things that shouldn't be perpetuated.
In a "blank canvas" Traveller universe (with no pre-defined setting), LBB2.77 and LBB2.81 function passably well on a minimal competency basis. There is design space available to build starships and have fun with the process.
However, you need to recognize that LBB2 was merely a "first draft" of how to organize all that stuff, present it and let Referees and Players mess about with it.
Vector combat makes sense for wargaming tabletops with miniatures ... but without a table to work with it is an unholy mess.
Computer programming rules were relatively innovative for their time (the late 70s!), but they introduced another layer of "clunk" into the ship combat resolution process (which LBB5 promptly defenestrated and never looked back). Ditching those computer programming rules streamlined and simplified A LOT of ship combat using the abstract system of LBB5.
Because of how games "worked" in the publishing space
back in the day (some 45 years ago now!), there wasn't a whole lot you could do in the way of "patching" previous publications (although LBB5.80 and LBB2.81 certainly tried to!). Some of what got published is best viewed as "first draft work" rather than upholding it as fundamentalist gospel (although we certainly do the latter often enough) meant to endure for eternity.
As a starting point for a conversation ... LBB2.77 did its job.
As an ending point for any and all discussion on the topic ... LBB2.81 is sorely lacking and can definitely be improved upon.
'Cause that is exactly the new paradigm that more deeply understands and integrates those LBB2 ships into the Traveller Universe that grew up and expended since 1977.
Which is exactly the kind of endeavor we want to see so that Traveller can continue to live, grow and evolve over time ... rather than remain "fixed" in the past, unchanging and fossilized.
It's Traveller5's ship design system, with options removed and the essence poured into "Book 2"'s format and wording.
My familiarization with T5 is ... poor ... so I may not recognize everything going on inside of what you've done with your ACS Zero work at the most profound levels.
And the LBB2 ship designs can be more closely followed than other Traveller ship design systems.
I'm thinking it is a better thing to approach the point from the view that LBB2 is "where it all started" and letting things grow outwards from there ... rather than taking the stance that LBB2 is "where it all ended" and rejecting everything that came afterwards out of hand, just because it wasn't a part of the "divine hand me down" of LBB2 (pick your version).
It's the difference between an Open System of rules and a Closed System of rules.
Do the rules define the boundaries and limits ... or do the rules define (enough of) the building blocks to make MORE ...?
Given that LBB1-3 did not define an explicit OTU within their pages, I would prefer to think that they were written with the intent to be expanded upon, rather than to circumscribe the limits of what everything had to fit inside of. Arguably, every book published after LBB1-3 can be taken as proof that the latter more expansive view is the one that GDW (back in the day) wanted to foster, and the survivors of those days who are still with us are continuing to support.
It's a big TU out there ... and that's what makes it fun to play in (and around!) that sandbox.