I'm going to start this from another angle.
Biter GWP is MCr 9,000, and assuming 1% is spend on maintaining the transportation infrastructure, this gives us MCr 90 to support all the transport needs. 75% of the GWP is spent on stuff, like food, basic supplies, consumer goods, tools, industrial goods, etc. At Cr10,000 per dton, this amount to 675,000 dtons per year to move from one place to another.
There are four things a transport infrastructure moves, in order of importance:
- Bulk Goods, like food, basic living supplies, etc.
- Bulk people mover, mass transit
- Light goods movement, last mile delivery of stuff
- Light people movement, last mile delivery of people to home
In general a transport network is built to transport bulk goods, and the other uses are added on later.
The following are methods of doing the bulk transport, with assumptions:
- Water transport, assuming open water or rivers.
- Land Transport, assuming roads
- Air transport, assuming an atmosphere
- Grav Transport, assuming TL availability
This list is, generally, in order of least expensive to most expensive.
And this is where I ended up smacking my head into a wall. The cost of buying and maintaining a vehicle varies widely across the various Traveller build system by an order of magnitude or more. If you pick a system, the collective gearheads can build vehicles. My preferences for building are (in order) GURPS Vehicles, An alternative T5, and T20 with extensions.
With Water and Air transport, most of the infrastructure cost goes into maintaining the vehicles (boats, airplanes, dirigibles, etc). For an estimate, assume 75% for vehicles, 25% for the port(s). You only need a port at each end of the journey to support them. This allows for a more population centers. However, the availability of water limits the ability light goods/people transport to spread too far. Air transport tends to be very expensive for smaller vehicles, and will limit the spread from the port centers.
With Road transport, the split of infrastructure funding is closer to 50% for roads, 50% for vehicles. Road transport assumes both truck/paved road and railroad style designs. Railroads (including mono-rails) cost as much as a good paved road (use Cr 1,000,000/km to build and Cr 50,000/km/year to maintain). The advantage of roads is you don't need either water or air to build or use them. Because there is more being spent on road building and maintenance, this leaves less money for vehicle building and transport. This will force fewer separate population centers, and they will be closer together.
With Grav transport you get the advantage of Air vehicles (single port at each population center), but with smaller port requirements, split the difference 80% vehicles, 20% port. Since we're assuming a low TL world (4 to 8), importing the Grav tech is expensive. A world at TL-A you would expect to see the transition from the other types of transport. At TL-B and above almost all of the transport should be grav based.
To sum up. If you primary transport mode is:
Water -> Population centers spread along navigable waterways with larger or smaller ones at random.
Air -> Population centers spread widely, but tightly clustered around the port center.
Road -> Fewer, and closer population centers, but may be slightly more spread than air or water.
Grav -> Widely spread population centers, with looser clustering.
In most case they will be mixed, and you can decide how to mix them.