Most Traveller referees and players probably only need very, very coarse ship details in most cases. How far can ship X go, and how quickly? How many crew does it need, how many passengers and how much cargo can it carry? If it's a fighting ship, how do its offenses and defenses compare to other fighting ships?
World design flows from game utility, starting with the most useful information to the players: Is there a system in this hex? What kind of starport? We don't worry about orbital mechanics or albedos or specific atmospheric content until much, much later -- and most often, never.
Why not ship design?
HG 2 hits the sweet design spot for many - enough detail for RP purposes, but simple enough to use to design a ship during a smoke break.
This is one reason to not use realistic armor shells - figuring the armor shell on an FF&S design can be 5 minutes all by itself; with a spreadsheet, even simple FF&S designs are 10+ minutes.
It's also a good argument for fuel-less thrusters and continuous speed drives (as opposed to either full newtonian due to the calculus and bookkeeping or Traveller's usually chosen newtonian movement with reactionless drives)....
The failing of HG 2E was not the design system - the detail level is actually only one step higher than Bk2†...
The failing was that the combat system didn't scale down at all well. It works best at the 10,000-100,000 ton scale vessels. Fine for wargaming, but lame for anything in the "adventure class ships" scale.
The MT version did not fix this issue; if anything, it made it worse, despite allowing more character skill effects. It did include personal/vehicle combat scaled data, tho', so one could do ship combat without ever invoking the HG combat system.
T20's HG stats work on "adventure class ships" scales was the big hangup for the T20 ship combat system; I think it works pretty well at doing so. (It has other issues, but it does make the HG stats work on an RPG-ship-combat scale AND on a capital ship scale.)
The level of detail needed in play is roughly comparable to the HG design results. Building it in stages to that point is doable under HG, but not under later editions.
Building ships by narrative alone is not a good fit for those who want simulationist game mechanics - and Traveller runs towards simulationism, in many places... but the gamist need for playability finds different balance points for different player styles... and HG 2E is a good balance on the design side, even as it sucks on the play side for anything but small fleet actions.
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† Complexity is easiest measured by constraining dimensions of the design system...Book 2 has two constraint axes.. Price and Tonnage.
HG 2 has 3: Price, Tonnage and Power.
MT is 4 - Price, Volume, Mass, and Power
FF&S is 5 axes - Price, Mass, Volume, Power, Surface Area
All of these can be constrained as well by an extra 2 factors, crew and fuel, btu those can be reduced to increases in system mass, volume and power needs.HG 2 has 3: Price, Tonnage and Power.
MT is 4 - Price, Volume, Mass, and Power
FF&S is 5 axes - Price, Mass, Volume, Power, Surface Area