Okay, let's have a look!
1. Pg 15. Events, Roll of 11. If you are drafted, does that career happen in the current term, or the following one (like the drifter option)? Also, can this force you into the draft if you had been drafted before, or can you enter the draft again, having being put in it this way?
* Following term and yes, you can get drafted multiple times in your life!
2. Pg 16. Do you get full basic training on your first career if you went through pre-career education?
* You do.
3. Pg 16. Can you attempt advancement if you fail a Commission role.
* You can.
4. When rolling a skill in a career event, if you don’t have a skill, do you apply a -3.
* Yes. The only thing you don't apply are characteristic DMs, as they are not mentioned.
5. When you roll 2 on a career event, it causes you to roll on the mishap table, but you are not ejected. What if the mishap says you are ejected?
* Do as the MIshap says.
6. Pg 46. Multiple players roll part ownership of different ships, eg 25% Free Trader, 50% Yacht. It is stated on this page that each time a ship is rolled as a benefit, it can be converted to a Cr25,000 pension. Does this mean each 25% of a larger ship or does it need to be a whole ship, like 100% Yacht or a Scout Ship. Also, can this apply to a Ship’s Boat?
* Whole ship - remember, the group can only start with one ship.
7. Pg 59. If a player is subject to more Boons than Banes, do they still cancel to nothing, or does it result in a Boon, and vice versa?
* Go with whatever you have the most of.
8. Pg 71. First aid is an option in combat, taking 1 significant action. Outside combat, per the skill, first aid takes 1D Minutes. Should I be imposing a DM -6 for the reduced timeframe?
* No, assume you are just trying to stop someone dying in the heat of battle!
9. Pg 72. Does a Leadership roll in combat require a significant action?
* Depends what the player is doing - if they are just shouting a lot (typical Traveller leadership style), then no.
10. Pg 74. After END is reduced to 0, can damaged be split between STR and DEX, either from a single attack, or multiple attacks. If so, does being conscious with damage to 3 stats have any further effect (like it did in 1st ed)?
* Yes, and no.
11. Pg 75. Grappling has an option to inflict 2 + Effect damage to the target. Does armour apply to this damage? If no, how about subdermal armour?
* RAW, armour counts (kinda difficult to bend someone in combat armour, I guess...).
12. Pg 75. Are Auto and Aiming / Scope mutually exclusive, or can aiming happen in previous rounds or the like?
* You cannot aim when firing auto
13. Pg 76. Diseases are potentially extremely lethal, as they attack the stat you have to roll with. Do you heal naturally while under the effects of a disease, possibly helping mitigate the lethality somewhat?
* Natural healing will kick in.
14. Pg 76. Neurotoxin attacks INT. What happens when a mental stat reaches 0?
* Make the player roleplay it.
** The Traveller will be all but brain dead.
15. Athletics says it can augment an appropriate stat roll, but the book often calls for an Athletics roll, for example, to mitigate a fall or throw a grenade. Does this specifically want an Athletics check (taking -3 if the character doesn’t have it), or is it really a stat check, potentially modified by athletics?
* It is indeed an Athletics check. Some people throw like a klutz.
16. Pg 77. After receiving over 801 total Rads, is the character effectively immune to cumulative Rads, or should the table be extrapolated? Also, are the effects a total or cumulative, ie, is 801 cumulative -4 END or -10 END? If receiving a massive dose of radiation, does the cumulative radiation exposure effect kick in immediately? Finally, do anti rad drugs remove the “permanent” negative END?
* 801 is cumulative for a total of -10 END and lots of damage dice. He should be dead... And no, anti-rads remove rads, not END loss. We mean it when we say permanent.
17. In combat, is there any delay and/or ready option?
* Not an action as such, but I would not have an issue with a character acting later in the round. Initiative shows how quickly people react, not necessarily the order they should act in.
18. It is possible to roll a negative initiative, especially when ambushed. Can someone act on a negative initiative? It makes sense that in an ambush, someone might lose a round, but less if they just happen to have an extremely low stat and roll poorly.
* Yes, and yes.
19. Pg 94. Here it states, wearing a Vacc Suit that require Vacc Suit 2, but not having the skill would incur a DM -4 (DM -2 for each level missing). But since Vacc Suits requiring Vacc Suit 0 exist, shouldn’t that level be included, so not having the skill for a Vacc Suit requiring the skill at 2 would incur a -6, and one requiring 0, and -2?
* No - high TL vacc suits are basically clothes (or think of the 'suit' in Guardians of the Galaxy 2).
20. Pg 103. Can high TL transceivers be used al over a planet, or are their long range still hampered by the curvature of a planet?
* Radio waves can bounce off the atmosphere

I would let them be planetwide unless there is an environmental reason for them not to be.
21. Pg 106. There’s no price for an Intellect Program, Bandwith 3, TL 14.
* CSC lists it as Cr200000.
22. The book mentions losing limbs several times, and has some cool stuff relating to it. Are there any rules, alternate or otherwise, regarding the loss of limbs? Or any thoughts if you wanted to potentially bring that possibility into a game?
* Not yet - one for creative refs at the moment.
23. Pg 109. Higher TL medkits do not give bonuses for basic treatment, but do to first aid. What is basic treatment referring too?
* Cuts and boo-boos. Could work for Medical Care too.
24. Pg 113. Is there a comprehensive list of toolkits, each kit at different TL or guidelines to generate them?
* No - this is something we wanted to avoid in the new Traveller, as you can apply TL upgrades to just about everything in the game... but how many pages do you want us to devote to the subject when a player just needs a tool kit to fix stuff?
25. Self-sealing says it seals small rips and tears. At what point does an amount or type of damage get past this? When should someone worry about being exposed to vaccum?
* Up to the ref, but getting stabbed or shot will probably do the trick...
26. Pg 117. A Shield gives an unskilled user Melee 0 when parrying. This has no effect as per the rules. Is there an errata for this?
* That... is a very good point. Assume it grants Melee 1 for parrying.
27. I can’t find rules for grenades. What are the scatter results on a missed attack? Does a grenade do the same damage to targets who are beside them, as those who are on the edge of their radius?
* Everyone in the radius is affected. If a grenade misses, don't get too bogged down on where it scatters. It either misses completely or blows up near something dangerous/funny. Down to the ref.
28. For drive checks you add the vehicles agility as a DM. Does this replace DEX, or is it in addition?
* In addition.
29. When in a vehicle collision, do you apply a characters armour to the damage, or does it bypass?
* Pretty sure there is a line somewhere in the rules that says armour is ignored in a collision.
30. Does armour affect falling damage?
* No. But kudos to the player who tries to claim that.
31. Pg 135. On the damage, some of the results increase hull severity. What does this mean?
Hull is a location - increase the critical effect as per the same table.
32. Pg 135. When a weapon explodes, does the user take damage?
* Can't see why not.
33. Pg 145/146. Encounter says to roll a d66 twice, is this a typo? Also, Bold encounters cannot be ignored, however, nothing on the table is in bold.
* Issues with this table are known.
34. Pg 164. Do ship quirks stack when rolled multiple times?
* Up to the ref. I would ask why not?
35. Pg 200. Telekinetic punch’s damage seems to be too low to be practical.
* Telekinetic Slap then - these mind things are not easy to do
36. Pg 203. How much time needs to be left between using Psi-drugs to avoid making an END check.
* A day should do it...
37. Pg 203. What happens when you to teleport into a shielded ship?
* It will fail. Though tempted to make the Psion splat on the outside.
38. Pg 203. When a roll in a Psion Career allows you to reroll acquiring a talent, does it suffer the cumulative DM -1’s for every time you test for a talent.
* Yes.
39. Pg 207. Why do Passage costs leap hugely when travelling 6 parsecs? Also, Low Passage is more expensive than Basic Passage at 5 and 6 Parsecs travelled, is this intentional?
* It is an oddity of ship design - we all questioned it during playtesting, but the maths are solid (big, big spreadsheet). That last leap is really expensive. Similar situation on low passage - it is just more efficient to do things in certain ways on certain ships.
40. Pg 207. Are the cost for per parsec, cost per ton? Also, is the payment for mail affected by distance?
* Cost is per ton on the table. Flat rate for mail, no matter distance.