I definitely don't want to go back to CT skill resolution where every single skill had a different way of resolving things. Though I would like skill ranks to matter more and stat modifiers to matter less in some putative future edition. That's a thing CT definitely did better.
Nor do I think MgT2e has a skill bloat problem. Some skills think don't need subskills (Athletics, for instance). I certainly don't want to go back to CT's every single weapon is it's own skill.

CT has like 25 skills vs MgT2e's 40. But those extra skills are like operating vehicles that aren't ATVs or Air/Rafts, doing anything like science, and more social skills.
The LBBs were definitely from the era of OD&D that assumed PCs are adventurers so the can any use any weapon and don't need specific skills in things like stealth, Recon, or Survival. You wouldn't be going on adventures if you couldn't do those things expertly, right?

Much more important to know if the PC could function as a forward observer for artillery or ortillery competently
I love the LBBs, didn't switch out of them for MT, TNE, or T4. Did for Mgt2e, though. MgT2e has its issues. But I don't think it needs peeled back like that.
Expanded systems that don't really work, like the gun design rules, I just ignore. But, tbh, I would have ignored them if even they did work in tandem with the core rules instead of replacing them.
IMHO, the two major shortcomings that need to be addressed are
1) Too many skill tests that serve no purpose or are too high. It needs to be emphasized that "Average difficulty" is 'average difficulty for a dangerous task worthy of the spotlight of a die roll' not just the average use of that skill by some dude doing his standard day job.
2) More focus on GM advice for how to actually run the core gameplay. How do you the trade table to generate adventures? How do you make exploring a new system exciting to play out? How do you make colonizing a new world into fun game play? We have raw mechanics for lots of these things, but nothing that helps the DM turn them into adventures.
That's one thing that Stars Without Number does really well and Traveller does not. I've been DMing since the late 70s, so sure, I've figured that stuff out for my own purposes. But the game does not help with that. CT at least had a lot of procedural things...too procedural for modern tastes.. but it gave you stuff on generating patron encounters, rumors, passersby, legal hassles, etc.
Right now, if my players want to buy Zilan wine and sell it on Aramanx, it tells me what to roll for the purchase and selling prices. But it provides no leads for how that becomes an adventure. So if introduce complications to that process, I'm pulling it out of my behind and my players are like 'where is all this paperwork coming from? The trade rules don't say anything about import taxes?" (my players trust me so they wouldn't actually say that, but if we were all new to the game, I could see that happening easily).
Anyway, sorry about that. It's about 110% off topic.
