I would not recommend Traveller Worlds, but if it works for you, go for it. Not going to rehash 40 years of discussion on ship economics, either. If you want to delve into that, there's already endless discussions on it on this and every other Traveller forum ever.
Traveller is one of my two favorite games (the other being Ars Magica) that I run again and again. And I enjoy tinkering with it even when I'm not running a game. I love the Chargen and the 2d6 resolution mechanic. But one of its flaws is that it doesn't do very much to support the assumed playstyles. In my experience, either players don't care about space ships much and you do well just having them travel commercial. And Traveller is actually very good at doing that style of play. Or they come to the game with fantasies of being starship crew. And, frankly, Traveller by default gives little support for that. I don't think that most players with dreams of being Han Solo or Wash or Scotty envision it to mean playing galaga while they shuttle from the 100D limit to the port.
Of course, you don't have to play it that way. Traveller is, first and foremost, a toolbox. And the basic procedures exist to get you into actually playing asap and relies on the GM to fill out all the fluff on their own. Which has its strengths and weaknesses. And is why there are these endless discussions about basic facts like what space travel is like and who does what and why.
I have my own answers for these questions, but they are house rules. My campaign is based on an idiosyncratic vision of the Islands subsectors. Almost every one of those systems is heavily settled with lots of secondary colonies, outposts, space stations, and other destinations all throughout. Including sometimes distant companion stars with their own systems.
But in my campaign, one Jumps from star to star, not from planet to planet. The vast majority of shipping is interplanetary, not interstellar. You just need an Astrogation 0 to program the ship to jump to a known star from publicly available data (basically jump tapes), though accreditation requires Astrogation 1. The main function of the astrogator is tailoring the program to arrive at the closest point to where your destination world is. So, arriving where you are closest to Earth or Mars or Venus or whatever. Really skilled astrogators (Skill 3+ types) can do fancy plots that use the gravity wells of brown dwarfs and gas giants, but obviously that's not common. Jumping to a regular rocky planet is Evel Kneivel type stuff. Empty hexes are basically off limits unless you have a really good astrogator and specialized equipment.
And in my campaign, I have two versions of jump drive. The cheap "bubble" jump drives that are limited to J2 and 5000 dtons and the much more expensive "hull grid" jump drives that are not so limited. And there's only one shipyard in the Islands that can build the latter, so there are few ships (Outside of visiting Imperial ships) that are more than J2.
As far as crewing goes (the topic of this thread), for proper corporate commercial vessels I use the much higher crew requirements of 2300 because that makes more sense to me. My astrogators, aside from watch standing, also maintenance the astrogation systems, and need to regularly ensure that the ship is on course while in jump space.
I would like them to be plotting gravity slingshots and other fun things, but I don't personally have the knowledge base to develop those mechanics myself and Traveller provides no support for "fun things to do with Astrogation in real space."
For little indie free traders, if they wanna run with one dude with Engineering 1, Pilot 0, Astrogation 0, and relying on the computer to do most of the watch standing, go ahead. As long as nothing goes too wrong, you'll be fine
I do it this way because I want a lot of realspace travel in my games. It allows for all kinds of fun shenanigans on ship that the traditional planet to planet system doesn't. There are other ways to get that, but I like mine because it essentially keeps Charted Space history and stuff intact while creating the local conditions I prefer. That's not going to be important to everyone, obviously.