My general philosophy of gaming is that the character should be what matters. I almost never put bonus equipment into play. Equipment lets you make rolls to do things you couldn't do without the equipment or otherwise changes the nature of the roll. But it is still the character's skill that is the determining factor. "Of course the TL 13 screwdriver has a integral expert system. Why do you think you don't have problems dealing with the TL 13 expert system in the screw?" So I am pretty invested in the long standing definitions of what each skill level means. Because they really matter.
Traveller uses a very small skill range. 0-4 for all practical purposes. It is very easy to swamp that with modifiers if you use them.. Which is not how I like to play, as I mentioned. I make those skill differences matter even though they are pretty trivial in terms of dice. If you have a Computer 4 skill, the question the dice are answering is not "Do you hack the computer?" but rather "How fast can you do it?" While a lesser skill might be "It takes you half an hour, but roll to see if you can get in without triggering the alarms." And a low skill might "roll to see if you get in at all, but you are almost certainly going to trigger the alarm at some point in the hack.".
Obviously, that's my house rules so I don't base my analysis of the game in these discussions on it. But I do think that there is nothing in the game that suggests heavily reliance on bonuses is the default of the game.
Things like waferjacks and expert systems are definitely interesting options, but the campaign has to be designed around them existing. Mindjammer (which has a Traveller adaptation) does that. Everyone has a Halo with extra skills from digital sources. Its just another character resource and its factored into the design. Charted Space (and the Traveller Core Rules) definitely don't commit to that.
Traveller uses a very small skill range. 0-4 for all practical purposes. It is very easy to swamp that with modifiers if you use them.. Which is not how I like to play, as I mentioned. I make those skill differences matter even though they are pretty trivial in terms of dice. If you have a Computer 4 skill, the question the dice are answering is not "Do you hack the computer?" but rather "How fast can you do it?" While a lesser skill might be "It takes you half an hour, but roll to see if you can get in without triggering the alarms." And a low skill might "roll to see if you get in at all, but you are almost certainly going to trigger the alarm at some point in the hack.".
Obviously, that's my house rules so I don't base my analysis of the game in these discussions on it. But I do think that there is nothing in the game that suggests heavily reliance on bonuses is the default of the game.
Things like waferjacks and expert systems are definitely interesting options, but the campaign has to be designed around them existing. Mindjammer (which has a Traveller adaptation) does that. Everyone has a Halo with extra skills from digital sources. Its just another character resource and its factored into the design. Charted Space (and the Traveller Core Rules) definitely don't commit to that.