Captain Jonah said:
Where we disagree is that armour is needed to survive solar flare type events since just about every civilian ship above the "adventure ships" (scout, Free Trader, Far Trader) has no armour and would be toast if it jumped into a rad storm unless they are all basicly immune to non weapon rads.
Well, standard rules gives them 500 points just for having a hull, which suffices for most routine flares. It's the really big events that are going to be a problem, and they're a lot rarer. As far as why commercial ships don't all have the rad shielding described in High Guard... simple economics if only rare and big storms that are the problem (which I believe to be the intent). Rad shielding costs MCr0.25 per ton of hull... that's basically the cost of another ship. If you even lost one ship per hundred jumps due to radiation hazards, you'd think twice about adding it to all ships (the ship's crew may not agree). I suggest the loss figure would more likely be in the 1 per thousands or 1 per 10,000's, however.
One other thought I had, though... how wide are these events? Ships trying to avoid them have free choice of direction and can accelerate, unlike a planet. If we give a 1G ship an hour to evade to safe space, it can travel 64,000 km (doesn't need to turn around and decellerate, you see). Over a 2 hour timeframe this becomes 2.59 million km - maybe not enough time to totally avoid rads, but probably enough to keep the rads to treatable levels.
A further thought, but not one brought up in Traveller before that I'm aware of, is some kind of magnetic field. The hard radiation wavefront can't much be avoided, but will also peak and pass rapidly. It's the slower moving proton storm that is the problem... but that comprises of charged particles, so it should be possible to deflect it in this manner. That is, after all, largely how Earth survives them.
Edit: It further occurs to me that the critical manuever is to get the ship from where it emerges from jumpspace into the lee of the planet, even if it's still somewhat distant from the planet when it gets there. d=vt+(1/2at^2), after all, though for most purposes in this discussion we can ignore starting velocity as it should be matched with the target planet.