Update:
So what I've ended up doing is having my initial session 0 adventure be on a restricted moon/secondary planet in the Hradus system. The entire system is a high law heavily restricted system, with lot of transplanted Aslan inside the The Third Imperium territory. But the moon/secondary planet I made restricted because of how terribly dangerous it is due to the local wildlife and volatile though habitable environment. I'll use the High N Dry general script, but it will take place on made up planets in systems near the Hradus system and not the Borderland territories themselves. Except the scout ship will be a Serpent Class scout ship.
Then I have planned a special NPC merchant in the Hradus highport. He's an Aslan merchant, which is highly unusual for Aslan. They generally don't abide males as merchants. His name is Trasko and he's be a very curious mix of an Aslan, knowing the ways of his people but not personally being stuck to them. He will appear to respect Aslan culture, and a big part of his business is dealing in special Aslan artifacts, but living in Hradus (which is 20% human) he has blended in quite well with the mix of cultures, and is able to easily navigate cultural differences, making almost anyone feel their culture is respected, including more conservative Aslan who adhere strictly to their 'old ways'. He's a bit of a cultural chameleon. I'm going to have him gently guide the Travellers into doing some work for him exploring/adventuring to find some artifacts of great value. These adventures will take them into the Borderlands, where Trasko also has operations. Then as they get to know each other, the Travellers will eventually discover that Trasko also has his hands in a bit of piracy in the Borderlands....as a 'fence' for pirates. I think this might prove to be a good segway into many adventures in the Borderlands, and eventually into the Pirates Of Drinax.
The special appeal the Travellers will need to get in good with the 'king' of Drinax will be their knowledge & expertise in special artifacts they learn from Trasko. I'm going to create a 'McGuffin' of legendary stature that they have to find and retrieve, which will be the reason for Drinax placing their hope & trust in the Travellers. It could be tied to some old prophecy about restoring power to the Kingdom of Drinax.
I've also created a custom system to represent the way these special items work in Traveller. I think that the quest for special items will really appeal to the players. They might keep a few but it will also be a great source of income as they sell their 'finds' to Trasko who will resell them for profit. I have six classes of 'special item' types:
Prototypes - Any item, whether it also exhibits special crafting or not, that represents a departure from what's normally producible. For instance, a static broadsword.
Well Made Items - gets one special minor bonus such as +1 to hit, or +2 damage
Finely Made Items - gets two special minor bonuses... maybe +1 to hit and +2 damage. Or instead, one special ability such as any 1's rolled become 3's.
Exquisitely Crafted Items (Master Crafted) - Two special abilities and four minor bonuses
Peerlessly Crafted Items (Grand Master Crafted) - Three special abilities and six minor bonuses.
Legendary Items - completely custom specials
Of course, the last three groups are going to be super to exceedingly rare or even unique and extremely valuable/costly. Also, I almost always create some negative aspect to go along with the special bonuses. A 'trade off' of sorts.