Another thing to look at for your time period in UPP's is the government and the law levels of the worlds in question for your campaign. If you are using the Mongoose Corebook (pages 175-176), you will note that world governments with contraband listings like 1, 3, 4, 6, & 9 have explicit mention of 'Travellers' as things they restrict as a *general rule*; Then the other worlds where 'varies' can be interpreted. 4 & 9 mention Psions as a general rule of banning/contraband, but law level can also balance this out too.
A Psion on the run/ Psion hunter will need to be familiar with which governments will hinder or help them on their way.
Note also on p. 176 only Law Level 0 worlds don't give a fig if you're a psion or not, LL 1 through 9+ they do, to varying degrees of law enforcement annoyance/ arrest/ detention,/ death & dismemberment, etc.
A Psion on the run to a frontier will want to avoid medium high law worlds (legal scrutiny higher here), and head off through the D & E-class worlds where traffic is lighter and less frequent to stay ahead of pursuit.
And a dirty secret of the Suppressions, yes one day there were Psionic Institutes all across the 3I, the next they vanished. Many never fled, they simply hid themselves well. The wilder talented, non-conformists were left to be hunted, those in the group who were disciplined enough and better 'team-players' went underground. They sacrificed a few for the many, in other words, on many worlds.
In some regions, and on some planets, A Psion is the equivalent of the medieval witch--to be lynched and killed when found (Spinward Marches, e.g., worlds struck by the Zhodani in any of the Frontier wars, per-se).
Hope this is of some use to you.
Traveller be safe & go armed,
Liam Devlin