To cut the local convo a bit, and insert something on the general thread:
I don't think Paizo's new SF RPG will be a direct competitor for Traveller. Of course, my opinion is based on pure assumption without any input from Paizo, thus, when new info arises what I am typing here might dissolve into irrelevance.
Pathfinder, Paizo's greatest creation, is a specific game for a specific audience (although huge in size). Remember, their spike in popularity was when the Wizards announced DnD 4ed, and the audience attracted to 3.0/3.5 found refuge with Pathfinder. It wasn't the setting (currently, Paizo offer several settings) as it was the rules that attracted people so much.
So, that information leads me to the assumption that the Starfinder will keep the central theme of the Pathfinder rules - D20, classes, level based, feats + skills. Perhaps the closest another system I can recall is the Modern D20.
This core (assuming they keep it) makes it very different from Traveller.
Several years ago, by chance, I was browsing this - new to me at the time - site Drivethrurpg. I can't remember the exact details, perhaps I read it in a forum, or someone hinted me in skype, but I searched for Traveller, got interested and bought the Starter booklet (it had a few careers, some equipment, some skills and ground combat rules). We tried a few sessions, and we got hooked.
It was the first time I realized that rules actually can get in the way of the fun - the constant rule clarification, searching in the books, someone correcting another one of a particular rule interpretation - we were so used to that from DnD, that we didn't know any better. In Traveller, this was reduced to a minimum. If someone wanted to perform an action that the rules did not explicitly state, the way was simple, efficient and balanced (a simple skill check). The game also introduced this abstract, yet realistic deadliness of the encounters - bad thinking and bad dices can result in a death of a character. The game - so simple, yet not lacking. No levels, no feats, no magic items but no one seemed to miss those. For us, it was an invitation for the imagination to wake up after we've put it in the specific constraints of the rules-heavy games for too long.
What I want to say with this story is that Traveller has its charms and quirks, and it makes it a very different game from many others. If someone prefers Starfinder, or any other game, before Traveller, then it was never his game to begin with.