I'm finally planning to give the space combat rules a play test so I printed out the rules and was printing the various ships and looked them over a little more carefully thinking about the fuel question. I also considered the weapons on those sheets. What we have in the main book are off the shelf, plain jane in the sales lot ships. Few have weapons to start and ships that expect to make runs from one 100D point to another regularly have minimal fuel to save space for other important features. For the main book, most Travellers with a ship other than a scout or mercenary cruiser will do just fine as they have a personal conveyance and base of operations between said points for most adventures to start. Just as they will need to find and pay for ship weapons, at some point in their adventuring they might decide they NEED to travel more than two weeks in system. That's when some of that cash they accumulate is spent on fuel bladders or collapsible tanks that should appear in High Guard. For beginning players (and refs) the weapons will more likely be the important issue and cash (ship share) drain. That, to me, is giving players and refs more flexibility not less. You decide how much of your precious cargo space to give up for endurance.