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When you play Traveller, what do you find yourself gravitating to? What interest concerning Traveller tends to captivate you?[ . . . ]
I'm a bit of a gear head, although I do dabble in sociology and world building. Some things I like thinking about are (categorised):
World building
I like making settings with a degree of verisimilitude - plausible dynamics that could support aspects of a setting. For example,
- Who are the main movers and shakers (at whatever level) and what are their motivations. Where do they get their power from? So on and so forth.
- Roughly how did the current state of events come about?
- What is happening - the setting isn't completely static.
- What is the role of random parties of adventurers in the setting - how does the economy that supports this sort of thing work?
Societies
Lower level aspects of the environment that the players may interact with.
- What are social mores that affect the players. Where do they originate and how did they spread across the region?
- What aspects of the societies (e.g. organised crime, traditions, values) are a part of the setting and there for the players to interact with - some flavour and pre-made things or circumstances that the players can encounter.
Technology
Unless you're playing
Trillion Credit Squadron, large Imperial warships are a fairly pointless object. Your party can't meaningfully interact with a battleship on a regular basis unless you're playing the crew of a capital ship.
I'm a lot more interested in the sort of things that a party could meaningfully do something with. For example, I'm a bit of a small ship universe guy
1 as these are the sort of things that a party could meaningfully interact with. Likewise, the latest Imperial Marine Grav APC isn't much use, but older tech that's widely available on the grey market and might be encountered by a party or in the hands of their adversaries is much more relevant to a game.
I've done a lot of work in the past on 'older' tech - think of things that might fit a similar role to older cold-war era soviet equipment - as the sort of things widely available on the grey market through Interstellarms or similar outfits.
Setting
I did a campaign setting around the fall of the Second Imperium and put together some history that meshes reasonably well with published OTU timeline. It's a whole topic in its own right though.
1 Enough to do a re-balance of high guard to make small ships, but that's a topic for a whole other discussion.