The basic elements of flying are lift, drag, thrust and weight. Counter-grav eliminates the need for lift, drag and weight (in most cases, though the rules don't really talk about mass, just displacement... which is 'nother whole thread). Thrust offsets other forces, and when you take them out then your thrust is really the velocity you can (safely) maintain unless you are desperate. Things like atmospheric density and conditions will affect your speed and handling.
A non-aerodynamic ship that is structurally sound can land. Period. A ship that is more aerodynamic can accelerate faster with less buffeting and less issues with control. However even ships that are boxed shaped or spherical can easily maneuver and land - so long as they are reasonable about their flight profile and speed. A stately 200 kts (230mph) is easily doable with the magical engines of Traveller. It's not so fast that the non-streamlined ships would have overly large amounts of buffeting ascending or descending. Some ships would quickly encounter buffeting and resistance at low subsonic speeds, and while you can apply more thrust, the paradox is that fluid dynamics of the air states it becomes harder and harder to go faster. That's just normal aerodynamical laws.
Because conter-grav ignores orbital mechanic laws, you can travel straight up at 200 kts and in LEO in under an hour (assumes that as the ship gets higher it's thrust will increase as atmospheric density lessens.
Any craft, even with anti-grav, is still subject to mother nature - or at least that's my understanding. It's mass and shape would affect how much effect wind-borne forces would come into play.