I am no longer sure what it is you are suggesting, it is likely me being a bit thick.
You don't want Mongoose to use the Traveller rules for any of their other games, or to have any setting other than the Third Imperium, but with a bit more guidance on how to ignore the Third Imperium and make up your own setting? Or is it just the branding?
I am suggesting that there is a difference between a game purpose made for a genre and a game system that is designed with no genre in mind that people adapt.
For Traveller to be like GURPS, Savage Worlds, HERO, etc, the core rulebook would not have any of that sci fi stuff. That would be a separate Traveller: Space or Traveller: Third Imperium.
Traveller is a sci fi game. The core rules are packed full of sci fi stuff: space ships, lasers, psionics, aliens, etc. None of those things belong in a Cowboy game or an Ancient Rome game. I'd like the Traveller CRB to have even more sci fi stuff and for Charted Space to have a Charted Space Sourcebook that lays out what's specific to that setting.
Dark Conspiracy is using the same 2d6+x core mechanic, but it is not Traveller. It does not use the Traveller Core Rules. GURPS: Space uses the GURPS Core Rules with a localization book. Dark Conspiracy is its own game with its own rules that are more or less compatible with Traveller because they are both built on the same shell. I do not want anything of its Dark Conspiracy-ness to be limited by "Well, it's this way in Traveller, so...".
Maybe it was just the people I know who run GURPS and FATE, but those games always felt like playing GURPS or playing FATE and the particulars of the genre were just fluff. I want Dark Conspiracy to feel like Dark Conspiracy, not like reskinned Traveller.
Yeah, they both use 2d6+x and are skill based. But the other 95% of the two games' core rulebooks should be tailored to each genre.