Really, it isn't necessary. Just make the stuff up on the spot. It really doesn't matter. Unless you want
it to matter.
For my sake, I hope that the deckplans provided are a little better detailed. I got people griping on how their characters have gotta spend an entire week in a tin-can with no toilets or bathrooms.
Tell them that those details are left for the individual buyers. They can have communal facilities in the common area, or "fold-away" facilities in each individual stateroom.
1. Are the landing struts hydraulic or what?
The landing struts are variable. Is how that is accomplished really needed? Personally, I would say that they are purely electrical.
2. How is electrical power distributed? Is it wires or does it use something we've never seen before?
I would use wires. Gives something for varmints to chew on, and hijackers to cut. More potential that way ...
3. Would the engines require a Major Overhaul like Airplanes and Helicopters do every so often?
Probably. Most likely that is just part of the annual maintenance. There is a reason the annual maintenance takes up a full week by a team of technicians. Ripping that stuff apart would make sense.
Again, this also gives loads of opportunities for mischief. Especially if the PCs are off running around being tourists.
4. Can repair robots survive and operate in the void of Jump Space?
If you want them to. Personally, I would say that anything outside the ship's hull grid is immediately kicked back to somewhere in realspace. Keeps anyone from trying anything too stupid.
(Don't immediately kill/destroy them. Let them sit in an empty hex while their air/batteries run out ...)
5. Would interstellar phenomena such as Nebulae and Black Holes affect a Jump?
If you want them to. Jump seems to be affected by volume, not mass. That means that Nebulae are anethema, and black holes are nearly irrelevant. (Unless, of course, you precipitate right next to one. Buh-bye!)
But the verbage always mentions mass, in which case Nebulae are irrelevant and black holes are not.
Canon implies that Nebulae are irrelevant. Much of the Dark Nebula sector is within a nebula, and it doesn't stop the jump traffic. So, I would say that nebula are just pretty backgrounds. (Unless, they do
affect things, but only in subtle ways when the referee feels like it ...)
Again, what do you need to make the story work? Unless the players want to jump to a black hole, both can safely be ignored. Don't answer the question unless it is necessary for the story. (Be sure to spread rumors, though. You know, "Jumping within a parsec of a black hole will always cause a misjump/destroy the ship/suck you in/whatever." Or, "Nebula are caused by an area of 'leaky jump space'.")
6. Couldn't some space on board some private trade ships be made for a bathroom or even a toilet?
Just say they are not noted because the facilies are "fold-away". You pull the commode, sink, or shower down when you need it, and put it back into the wall (to give more space) when you don't. That is why it is never shown on the floor plans.
Or whatever works for you.
7. Does cargo have to be evenly distributed in a cargo hold, or are there some technical enhancements that compensate for an uneven load?
How do you want it to work? Personally, I would just ignore the issue (antigravity could easily cause such concerns to be irrelevant). However, if you want it to matter, make it matter. I would be more worried that things are properly stowed and tied down. (From all of the adventures and writings I have seen, none has ever worried about cargo load distribution. So, there is no reason to make a requirement unless you want it.)
Again, the thing I want to stress is, what do you want to accomplish with these stories. If they are just "silly chrome questions," make up an answer you know you players can accept and move on. Otherwise, give them an answer that gives you potential for later possibilities. For example, I heartily encourage the use of wires. It is something that is believable to nearly all players, and it has the added benefit of introducing a mundane but highly exploitable weakness.