Usually, in all systems, I've used the "sandbox campaign" style - where a player group decides where they wish to go and what they wish to do - I'll drop a few hooks in, with a simplicity appropriate to the difficulty and payoff (ie an easier or better-paying job will be harder to spot, meaning that the players need to show a little initiative). The home base is wherever the group happens to be camped at the time and if they loiter in one place or return to the same place, repercussions from their previous activities may well come back to haunt them. Obviously, in Traveller, their "camp" would be their ship, so it's wherever their ship happens to be at the time, but still.
Without repercussions, without extended reward, playing tends to be awarded in cash and physical items, both of which mean pretty much nothing in the long term, except as a way to keep score.
By keeping it realistic, I find (both as a player and as a GM), that it is more rewarding when things go right and more fun when things go wrong (some of my characters in D&D couldn't go back to certain parts of the Forgotten Realms after upsetting a few people, for example).
Given the tech levels and the fact that we already have affective face recognition and number plate recognition software, even walking around a spaceport would be dangerous if someone in power is after a player character - if they're powerful enough, they may well have put a flag on that person's file, possibly as a terrorist, or a "notify this agency" flag, which would make sneaking into the port impossible without some kind of disguise. This makes avoiding the same area more important than in fantasy games where you might be able to sneak into and back out of a city or town without being seen. Far less likely that you'll be able to do so in a high-tech setting.
On the other hand, having an adventuring hub does have advantages in the short term - not least they get used to the area. There's nothing wrong with having one before moving on after a while (usually when things get too hot), but I don't think I'd like one that kept them in the same area, unless you're talking about somewhere like Regina, where the party is going a few parsecs away, but keep returning to the same area for information or to sell cargo before setting out again.