1. I would like to see are a set of rules-based online/downloadable generators, a sort of "referee's toolkit" that automates worldgen, Ship Design, trade speculation, all of the things that can bog a Referee from focusing more on storyline. These applets should be easy to use, updateable, and watched carefully for any programming errors.
Yep, I agree completely. I'd love to see more programming that makes running Traveller easier. Now, I wouldn't use MGT oriented stuff (because I don't use those rules), but if I did, I'd be very interested in programs that helped me create NPCs, run through chargen, build worlds or ships or whatever.
These could be web based or something downloadable.
3. I would like to not have Task Systems, and go back to 2d +/- DMs. Task Systems take the Vegas out of it. 2d-10 ought to tell you that you have for difficulty.
One word:
ABSOLUTELY!
I've written many task systems over the years with the UGM being only the last one. Task systems have always been "my thing". I like them. I examine them. I tear them apart, and I make them better. The ones I've written from scratch were each done with a specific purpose in mind.
Given that background, you'd expect me to be using the UGM or some other task system in my own game, right? You'd be wrong.
I travelled that road only to find the elegance of the non-structured system used in CT (see
Rule 68A in my sig).
That's the way to go. Standardization is "out". Customization is "in" (or, "back in"), since the hobby started out that way).
The GM should be comfortable with the dice and have a feel for probability (nothing exact, just know that rolling a stat or less on 3D is a lot harder than rolling the same stat or less on 2D). Then, let the GM assign a throw based on the situation.
This is another reason why I love Classic Traveller, just the way it is.