RogerMc said:
Couldn't disagree more.
A good GM would punish you for this by stranding you on a planet where your PC's ability to draw an accurate map, harvest crops and build a house is the only thing between him and a lonely death.
And does anyone really run Traveller as Mercenary Munchkin Murder Hobos in Space?
First of all: The GM you are talking about is a lot, but no good GM. If there are obvious differences between my idea of the game and the idea of the GM, what should happen is a clear discussion about our expectations. If we want to play different types of games and can't agree on a way to play, we just shouldn't be playing together. Punishment in a pen and paper game only leads to frustration - on both sides.
Secondly: Every game has some general idea on what is supposed to be played. And based on this general idea the rules are written. Traveller is written to allow you to play in space, using spaceships and involves combat and trade in some way or the other. Does this mean you have to use this? No, you can clearly deviate from this general idea and clearly should, if you want to do that. Nonetheless most people would pick Traveller if they want to play something in space and another ruleset if they wanted to play some kind of fantasy game.
Therefore you would not expect the game to have detailed rules on agriculture, carpentry or cartography, but instead rules for combat, spaceships and trade between the stars. If you want to focus on agriculture, carpentry or cartography you would either homebrew some rules for this or look for a ruleset that is written to play farmers, carpenters or cartographs (or you might just not use any rules for this at all).
And if you want to play a game about space exploration and space combat, who would benefit from detailed rules on farming, carpentry or cartography? Of course there is always the possibility a situation arises that needs expertise in this kind of skill.
But don't get me wrong: I personally prefer games with a lot of those "side-skills" and personally think Traveller could use a lot more of those. But there should be some way to differentiate between those "main-skills" and "side-skills". Skills you use very often in your type of game and those that might come in handy once in a few years. For example the game mentioned by me before (Das schwarze Auge/The dark eye) uses different experience costs to improve skills. An adventurer killing monsters and stuff in a medieval-fantasy setting might not use agriculture that often? The writers made increasing the agriculture skill much cheaper than increasing skills you would expect an adventurer in their game to use very often (like fighting or magical skills).
More skills to allow more depth of the character? Yes, please! But not all skills are worth the same in every type of game. But the Traveller rules don't differentiate.