Like I say, run a few of the Reach Adventures then run Pirates. I'm currently running a newbie group through Islands in the Rift to get them to the Reach then it's a pirate's life for them.
People on this forum make it out to be this horrendously difficult campaign, which has become this received wisdom that people parrot even when they've never actually run it. It is not: once I organised myself (nothing to do with being good at running Traveller and all to do with Excel) it became the easiest campaign I have ever run. It almost runs itself as this glorious sandbox.
I'm sorry that your GM has not made piracy fun for you: both sets of my players to have done it love it, although one group has decided that for profit, pirating pirates is far more profitable. My suggestion to someone who struggled to make the pirating fun is to remind them that it's kind of a replacement for taking passengers in a classic campaign: a way to introduce a stream of fun and interesting NPCs and situations. Although I do suggest altering the fence percentages or else your players will disappoint poor Oleb by playing Speculative Traders of Drinax, instead.
And I dont get why you would do a tutorial, when PoD has a tutorial. And it brings up narrative issues inconstiancy issues, which bother me. It forces key npc(s), whom you're suppose to listen to and be loyal to. It forces a suspension of my disbelief that I find incredulous. Oleb/Rhoa plan is stupid. Its a hail mary of a hail mary. Make sense for folks that are invested in Dranax to want to see it prosper again even if its plan that probably isnt going to work. The best option is to just run out of Trojan with the Harrier have trade it in for a paid off free trader or go get a merc license and enjoy being a star merc.
The first batch of characters rolled are going to be wrong, and therefore underskilled. The first batch of characters is always the most random. As no one has any system mastery to figure out how to make characters. Yea, RNG cant ever be eliminated but it can be directed better.
And dont infere what my experiences with the game is. Piracy has the same problem as it has with any gamified job. It eventually becomes tedious. You have 4 basic stories with piracy. Ambush. Chase Down. Sabotage. Q-Boat. Then we can add in the moral dilemma of knowing someone on board. Eventually the process for dealing with 3 of them become rote. The PC have a plan, they can implement well. Q-boat is combat, and that is always engaging because combat is fun and exciting and for spaceship, the always present risk of tpk.
And its very fun when you dont have that process figure out yet.
Passengers have similar issue, unless your table can spend hours doing improv with npcs. Not everyone cup of tea. With passengers you have Insufferable, Thief, Sabotage, Stowaway, Horny and Run Away. Stowaway is often thief or run away or sabotage. Ists different enough as there often an investigation then chase than confrontation. You also have Patron. Though I wouldnt include that as a story type. It just replaces the introduction scene with the Patron as being on your ship instead of somewhere else.
Those arent issues or even bad things, Just recognizing that some aspects should happen off screen and focus on what you find fun.
Pod is my favorite. Its just not beginner friendly.