The thing that irritates most referees, and the game designers all the way back to MWM (pbuh) is that psions can use their powers to get out of trouble. They can scan a Patron and pick up deceitful intentions (most notably the desire not to want to have to pay the Travellers at the end of the contract), they can use Clairvoyance to avoid danger and traps, and in general it can cheese referees off if their carefully-laid ambushes are sensed a kilometre away and deftly avoided.
Psions can enjoy lives free of conflict by being more aware of the world and its dangers than most oblivious Traveller. But here's the thing.
Travellers can pick up on the same signals, and avoid the fiendish traps and ambushes just as easily. Recon-5 is just as good as Telepathy-1. Streetwise can pick up on the feel of the street when a car rocks up and guns start sprouting out of windows. A kid on a bicycle is as good a lookout for the po-po as a Clairvoyant.
Designers who hate psionics layer on rules upon rules to nerf them. Psionics have Durations measured in minutes. They have Ranges, and ranged psionic powers cost Psionic Strength heavily.
Thing is, using mundane skills doesn't cost your Traveller INT or STR every time you use Athletics or Recon. And no, people don't lose END from strenuous work. You get FATIGUE. Not END loss.
Psionic Strength is an artificial rule to nerf psions, make them so weak that it's not worth making your Traveller a telepath. It's like this Puritanical streak built into the game: how dare you, a player, want to have fun. Traveller is about suffering. You are supposed to struggle to make money. Money is the single sole objective of the game. You are meant to labour under terminal capitalism to make enough cash to keep the bank happy on your Starship's mortgage for the last forty years of your life. You can't just hop into your ship at Rhylanor and say "Next stop, Regina." No, you have to crawl up the Main like a snail and take a year to get there. And don't complain, or we'll tweak the rules to make it ten years next time.
They just tweaked the rules to make it impossible for you to take your ship and travel to the next planet, a journey of fifteen hours. Now, you have to do a microjump and take a week.
They are so scared of rule breakers that people can't help but trowel in new rules to stop people from doing something they never thought of before, until the rule came along that highlighted what they could have been doing to make Traveller fun all along, but that somehow someone thought it would be cheating to enjoy the game.
Psionics are not a deal breaker. They are the salt on the back of your hand to go with your tequila shot. It's not the same without it.
End rant.
I read the entirety of your rant and I get your points.
I agree with some and disagree with others.
Way back in the LBBs Psionics were an optional rule that could be included or not. Then came the Zhodani and as the OTU developed psionics became more and more part of the canon.
But the PSI Strength stat and range rules have ALWAYS been there. The likely need to take a PsiBooster in order to Teleport has been there since 1977. None of this is a 'nerf'... nerfing is updating rules to apply new limitations to players who are using abilities deemed 'too powerful'. And I repeat, the limitations on psionics, both mechanical and social in the 3-I have always been there.
But we've come a long way since 1977... the game is a lot more about the story than it used to be. Psionics can be an interesting conflict hook to use in that story.
The problem with psionics is that the referee has to be very clever to keep the adventure fun for everyone at the table and still leave room for the psion to use their powers. With a little bit of thought and planning a ref can handle psionics just as well as he can handle a player who is good at fast-talking his way out of challenges. A character with Brawling 4 and Slug Rifle 3 has to be careful about where and when he uses his skills. Use them at the wrong time and that PC could wind up in jail. There isn't anything wrong with asking the same thing from a psion.
As for the rest of your rant... One easy way to take the terminal capitalism out of the game is use the ship payment as a spur to adventure, not an accounting sheet. If your PCs want to play the Trade and Commerce tables, fine. But for the most part you can handwave most of the payment system off. 'You've been making your payments on time, but this month you're a little short. A cargo that was a sure thing three months ago didn't sell for as much as you thought. It looks like you're gonna have to take some side work [aka 'an adventure'] to make payroll and/or maintenance this month.' Boom. Now the ship is an avenue to which PCs live adventurous lives rather than an anchor dragging them down to despair.
If you want to handwave travel times, you can do that too. Using your example, the PCs can board a ship at Rhylenor and the ref can say, "It's been a fairly dull three months. You've been able to fill the cargo hold at each leg of the journey, but you've basically broke even with expenses. After 6 jumps, you arrive in the Regina system." No long slog, no miserable tallying and retallying the cargo logs.
Traveller isn't about making you miserable. It isn't trying to limit your creativity or imagination. You know why there isn't FTL communications in Traveller? To give the PCs more agency and leeway to be adventurers, that's why. Information travels MUCH slower than, say, Star Trek... where a starship captain can detain an 'adventurer' [Harry Mudd, anyone?] and get his whole criminal record from headquarters in hours or minutes.