I probably shouldn't be posting because I'm about to change my mind here.Get rid of the combat matrices and replace them with an armour as damage reduction system - see AHL, Striker, MT, T4 all of which have easily adaptable systems, although I go with T4 for my CT+
And now for something that isn't a change as such - replace the missing section from 77 CT that explains that skill throws are not set in tablets of stone and that the referee should make stuff up.
The thing I miss most about Traveller, not as a game as such but as a tool box for game creation, is just that; i.e. the proto-Traveller setting and loose dynamic where there wasn't a task system nor a Greyhawk. I do think the combat system needed an armor mechanic, but I personally miss the days of things like Adventure Zero or Leviathan or Snapshot, where chargen was a thing to do and was a game experience unto itself, and then you gamed out your retirement as a private security or some form of contractor.
Things, at that time, between 79 and 81, felt more free. They felt as if you had more lattitude. When MT came out I welcomed the new combat structure, but the Rebellion thing really didn't interest me nor anyone in my group at the time. The same with the Fifth Frontier War as the adventures we conjured and went on really didn't deal with massive fleet battled between the Zhodani "axis" alliance the Imperial fleet. I and others tended to home brew true science fiction stories and adventures, and clashes between Zho-Imp troop formations, fleets, armor, just weren't on our radar.
It did bug me to no end that there wasn't a defined task system, or an "activation roll" or some other thing to reflect real hard skill use in the game, but it was the day and age when the genre was just more open and freer than it felt like in later years or even today.
I had a fun time with the system, but for me personally I felt more hampered the more the official setting was fleshed out, and sans rules to define operating within it.