One other major advantage of the LASH model - you can jump much more often.
20 mins to unload the lighters, 20 mins to dock new lighters and transfer crew and fuel.
A jump schedule of 8 days rather than 14...
Yeah.
Real world logistics focus on two things: travel time and port slots. Port slots, whether airports or seaports, are usually the biggest bottleneck. That is why you see a constant expansion in the size of cargo craft and almost all of it is width, so it doesn't take up more slots than a smaller ship. The other advantage is that cost of upgrading the ports primarily falls on taxpayers. And, while port fees might increase, that just drives away the smaller guys from competing for your slots.
Traveller doesn't have railways, though. So you can't ship everything from China headed for Europe to just a handful of ports and send it on by truck and rail. Anything you are trading that is not destined for that solar system needs to go onto ship with a jump drive. And that ship needs a slot. Even if you build small slots and big slots, the small slots are taking up space that could be a big slot. Rotterdam port data suggests that only about 30% of the cargo delivered to Rotterdam gets put on a feeder ship to another port. I feel that would be much higher in Traveller if the big cargo ships only traded at the A/B ports and fanned everything else out.
The other thing about Traveller is that it does not have an abundance of good high ports. There are solid game play reasons for that, but what the 'in universe' reason would be isn't clear. Either there is not much trade, which seems like a bad idea, or there is some unknown factor that makes big commercial ports in space harder/more expensive than we might think, so merchants can't pressure all these planets into having class B starports.
Speed is the other issue. In the real world, the more cargo you can fit per slot, the better. And travel speed is a balance between fuel costs (which favor going slow) and volume of cargo shipped (which favors going fast). It doesn't really work like that in Traveller. A jump 4 ship is going to carry about half as much cargo as a Jump 2 ship (most jump 2 cargo ships are about 50% cargo. A jump 4 ship would eat up another 25% of the hull space in extra fuel, engines, and crewing)). So you aren't really going to deliver more cargo by going faster and you aren't going to save money on fuel. (There are *some* costs that are time dependent, but fuel dwarfs them). The only way to speed up cargo delivery is to reduce time in system so your jump ship gets farther.
I feel most trade would be on large adventure class ships or slightly larger (2000-5000 tons) because the widest range of ports can support those. But for trade routes linking two major worlds along a main, I feel like a LASh system would address a lot of these oddities of Traveller logistics.
1) The mother ship only needs a "slot" at the origin and destination
2) Your corporation only needs a small station or section of the starport in the C/D starport systems for its lighters and crew R&R, not something massive and capable of handling the megafreighter itself.
3) LASh allows the megafreighter to trade at the intermediate stops which it otherwise couldn't do due to lack of facilities
4) It speeds up transit times to 1-2 days in system, allowing 3 jumps/month instead of the typical 2.
5) It allows the configuration of the ship to a variety of specs: you can have cargo liners, fuel liners, passenger liners, etc.
Again, there are certainly other solutions depending on what assumptions you make about the fiction behind Traveller's oddities. This is the one that works best for me, based on my understanding of logistics systems in the real world and how Traveller systems are. And the fact that I want a lot of trade in the Imperium vs a frontier ships are rare feel.