SW movement came from Lucas wanting to emulate dogfights, as small craft were the heart and soul of the movie universe. Never did we see capital ships behave in any other than what you would expect large ships to behave like (with the exception of the silliness of the SSD falling straight down when an A-wing crashed into it's bridge).Take out inertia and you have Star Wars handbrake turns... innn ssppaaaccceeee
no, just no.
But Traveller also posits fighter "dogfights" and strafing runs... in a universe full of inertia... innn ssspppaaaccceeee. So you already have the silliness baked into the game.
The way to sidestep this would require a bit of handwavium - which isn't really as much of one considering. Some already argue for the magic of the M-drive, so why not simply add to the magic and make it so the drive emits a field around the ship that lets it do the silly things such as perform 180 degree turns to fire a spinal mount and spin back to it's original heading w/o losing any thrust movement for its' turn. This field also acts a sump of sorts for maneuvering. And by manipulating the field you can absorb your inertia and come to a full stop on turn zero, and then thrust in a totally different direction in turn one. This would mean you give up all your inertia, and a pursuing ship could quickly close the gap as it's inertia is not affected - though in practice it, too, would have to dump speed or else overshoot it's prey. To keep the rules cheaters from exploiting it too much, one could also implement a maximum breaking effect in the field, so that it would be akin to deploying flaps to slow your forward speed down, and it may take multiple turns to come to a stop. That's one way to do it.
A similar, simpler, way would be to say that the M-drive creates the field that reduces the mass of the ship to allow the gravitic thrusters to move the ship, and that with the field down the efficiency of the ships movement is greatly reduced - allowing for intertia, but also simplyfing the movement aspect of things.
In any case, if you put inertia in the game you should take out the idea of "random" ship encounters as there is no way in hell you can lie doggo at the 100D mark and intercept an inbound ship that already has a much higher delta-V than you can generate to intercept it from a standing start. And since you cannot detect an inbound jump ship (or intercept one that's been building delta-V for hours), piracy goes out the window. The argument that a ship could "coast" along known inbound jump routes works - but fails because the same ship would have to brake and halt its forward movement or else be discovered by planetary sensors and/or patrol ships and lose any pretense of surprise (and again you don't know when an inbound ship will appear, so the odds of interception piracy actually being successful drop close to nil).
So it really doesn't matter how much one like or dislikes different forms of movement, they all have massive gaps in believability if you still want to have any sorts of interaction between ships in a gaming universe where the sole method of moving between stars is jump drive using Millers rules as they are written. Keeping the same heading and velocity coming out of jump space as you had going in, interceptions simply aren't practical.