First point is irrelevant it doesn’t matter how good the game is or not. They just applied their skills for their new project. Doesn’t mean it is a sourcebook or equivalent.
It says it is a source book in the game itself...
on the cover: "For Use with Traveller"
then: "Fifth Frontier War is a Traveller campaign game portraying the progress of a far-reaching interstellar war and its effects on the many worlds that are its battlefield."
at the end we get two pages of integration with the role playing game, including:
"ROLE-PLAYING
Role-playing appears to Traveller players to be a simple series of adventures in which situations are presented, dealt with by the players, and resolved. The Traveller referee knows that there is a lot more to running a consistent, interesting Traveller campaign; preparation for each situation is required, contingencies must be foreseen, and background laid out. Fifth Frontier War is intended as a partial solution to the problems of presenting situations to Traveller players."
I could post the lot, but I'm sure you can read it yourslef.
Second point might be because you haven’t checked back or not quite understood my point. Supplement 9 gives us some examples of battleships and cruisers. Cruisers do not even get close to parity with battleships there. Megatraveller introduced 4 ship sqds only in one unofficial supplement by fasa do we see any attempt at squadron structure being dealt with before hand. So there is no reason for CruRons to be so powerful. It is information that is superseded later on.
A squadron of heavy cruisers is almost parity with the weakest BB in S:9, wew actually know which cruiser squadrons are AHLs and can infer what the rest are. I disagree that the S:9 cruisers squadrons are not close to parity, you have to compare the best cruiser with the worst BatRon. Which then lerads to the question of how the combat factors for the counters are determined. Attack factor is likely linked to number and size of spinals, defence is linked to number of hulls, armour and screens.
A couple of decades ago we spent a few months discussing this over on CotI.
Third point why didn’t all the down trodden subjects of the ziru sirka pull off this neat trick then and escape the limitations of jump-1. It was quickly realised that this was loop hole and should be plugged, which it was, starting with book 5 high guard.
Because they changed the rules of the setting. It can be handwaved that the Vilani could only get drive performance of jump 1 from the drives they had and so were limited to the hulls they could use as a minimum for each drive, but the real reason is they changed the setting. Never the less if you take a jump 1 drive from a 200t HG80 ship (4t) and stick it in a 100t HG80 ship you get jump 3 performance (4t required).
The drive was constructed for the ship and although you could use the previously listed ‘stock’ drives, every version of traveller after removed them.
Not so, if you salvage a drive from a ship you can stick it in a new ship and the performance is based on the percentage of jump machinery you have installed in accordance with the hull tonnage of the new ship. You can do this in every version up to Mongoose because they introduce the surcharge.
So I still would stick with FFW is not canon, was not meant to be.
Except for the explicit statement on the box and in the rule book.
Even in the original history of the war in the spinward marches campaign (GDW product from the time) the fleet numbers from the game are shown in positions not possible on the game board.
The GDW authors were not always know to theri attention to such details - anic nova, gazelle, numerous others
Then also most of the time these fleets are spread across multiple worlds, which is not possible in the game. And we know they are spread across multiple worlds as in a few points the fleets are shown as being on single worlds, like corridor fleet on Rhylanor in the status map for 001-1110.
So the game can’t even replicate the canon history of the war from GDW’s time. So it cannot be canon.
They took artistic licence to tell their story, in the same way as they constructed the setting without using all the rules as written.