Plus, there's a general "sloppiness" to the Mongoose products. To me, it's evidence of the non-Traveller-competence TBeard spoke of. The game feels, to me, as if it were just slapped together house rules--as if the authors said, "Hey, we've got to make a game, let's slap one together real quick." And, what we got was what they could come up with within the time period allowed, for better or worse. I feel as the authors were not going for excellence. They weren't trying to win any awards or write the best possible set of Traveller rules ever made. It feels to me that it's just another rendition--something anybody could have done. Milktoast.
So, what I object to with MGT is rather nebulous. But, I also feel its evident all over MGT. For hard examples, look at 760 Patrons as an entire book or some of the things TBeard mentioned in Mercenary.
But, I know you want hard example. First, I'll refer to the hard examples TBeard mentioned, because I feel he's spot-on with some of his assessment. From the main book, take a look at the general amount of skills passed out in chargen. It's too many for a 2D6 system. There's potential to break the system there.
Another hard example is the rule to assign stats to taste. That should be an optional rule--not the main rule. It doesn't "fit" Traveller at all. Traveller is hard core and errs towards the realistic. Rules like that are "gamey" rather than "simulationist".
If I went down and listed all the "gamey" rules I see in Mongoose's version of Traveller, the list would be long, indeed.
So, without trying to be purposfully vague, my real object with Mongoose (and what I'd like to see fixed) is the general "so-what-this-will-do" attitude I read in the rules.
It's one of the things that attracts me to Classic Traveller and the main thing that steers me away from MGT.