1. I can definitely come up with some uses for the crane when doing activities that aren't exactly above-board, but I'm not sure they really add anything that couldn't just be hand-waved in those rare instances where it might be needed.So I'm short of functioning brain cells and all I can do is virtually page through Adventure Class ships reading descriptions (not even looking for mistakes) and noticing things that make me go *huh*:
1) Cargo cranes and loading belts: some ships have them, some don't; some even have both. But I don't know of a game mechanic (other than UNREP) that deals with the time it takes to move cargo on or off ships. The latent bean counter in me wouldn't ever buy a cargo crane (at a minimum of 3 tons and MCr1 per ton), and even a loading belt (eating 1 ton and just a little cost) is questionable if the work of 10 or 25 crewmembers isn't even defined. So some sort of mechanic should at least optionally cover cargo handling times. Yeah, I can think of some clever adventuring reasons to have the crane, but those wouldn't be reasons for a standard spec. Same goes for those Empress Marava Cargo Airlocks.
2) Common Area and crew space allocation in general. I can't remember if I typed something here about this or not, but there ought to be some direct Crew Efficiency, Morale, and Fatigue effects of too little or even of superior space allocation. Some of that is tossed around in varying ancillary texts, but they aren't in any way tied to tons/crew allocated to comfort. Crew Efficiency and Morale are more for NPCs, but Fatigue would cover Travellers as well and tie into Efficiency with DMs. There is a whole deal with the Naval Campaign stuff and Deepnight that builds that mechanic. So bonuses or penalties based on allocated space? Otherwise, the evil accountant would pack them in with double occupancy.
3) Anyone have anything else that fits in the "What's that actually do for me" category? I mean, you can say that about a theatre or swimming pool (or bowling alley?) but that's sort of a subset of point #2 (in addition to any sort of DM+1 on getting high passengers effect).
2. Common area is definitely vague and I would prefer it have something more tangible for it. Even further into High Guard it also mentions a "Gaming Space" which goes even further than the common area into the "why do I need this" category.
3. If we jump into the Supply Catalog, I would start with the Autolaundry. In fact, most of the items in the "Home Comforts" section are completely pointless from a gameplay sense of purpose. I don't think I've ever played an rpg where I wanted to know how I washed my clothes and fed my pet sloth.