I think this is a good perspective.I think the ideal of FFW was not an overall campaign as much as it’s a setting and the adventures are various things that happens independently of each other. Think of it this you have a setting, a time period in this case, and you have adventures that happen in that setting in many ways it’s not much different than say the various Spinward Marches Adventures. Anyway I think looking at FFW as a campaign is wrong you should instead think of it as a setting
To be fair, with almost every standard warship and player ship, they are doing a lot less running away and a lot more going in the opposite direction relatively slowly with respect to the Naval vessel in the hopes of spinning up the jump drive before they are overtaken... or better still, within weapons range.Do the players really care if they are running away from a Kokirrak or from a Uashhki? Probably not.
I think the key here is the setting is more keyed to naval and merc campaigns something that is greatly missing. I will agree that FFW needs a GM guide but those are often one of the last books done. Plus it could be because Mongoose said that they wanted to keep GM agency.If it's supposed to be used as a setting, it should have stuff for actually using it in a player facing way. Who needs big battleships if you aren't playing a Naval campaign? They are cool, but they don't make a big impact on a typical game. Do the players really care if they are running away from a Kokirrak or from a Uashhki? Probably not.
They need a Hard Times sourcebook. This is the same exact problem that the Rebellion era had for GDW. Lots and lots of high level stuff that the GM had no insight into and didn't involve the players, but nothing for "How would this look in your campaign and what would that look like to your players?"
What are the ripple effects of such a war on trade? On how various planetary populations behave? Material that shows how this is different than just playing in the Spinward Marches without it.
Yes, the adventures are good, which is an improvement over the GDW Rebellion. But they are mutually incompatible, unlike the Marches or Reach Adventures. Unless your play group is keen to do half a dozen or more different parties each doing a one shot. If I was still running in a gaming club setting, that might even be interesting. But I don't think it is a common way to play Traveller.
Hardtimes really does not fit this at all. Hardtimes was about the effect of all out destruction which this is not the case. There’s no whole sale destruction FFW is not about that. There is no major planetary bombardment or other infrastructure. FFW was more about troops and navies even the few planetary strikes were precisely executed minimizing collateral damage. FFW just doesn’t have the kind of infrastructure damage that produced Hardtimes all parties wanted to capture the target worlds not salt the ground so they get nothing.It might be that they will be coming later. But both of those and a Hard Times book would be more useful than anything they have released so far.
For Setting books being primarily lore is the norm. Again you’re really trying to treat FFW as a campaign which it is not it’s a setting and it’s designed to give you details of an event FFW. It’s not here how you do a war in Traveller it’s this is the FFW and here are the details about it plus some adventures that will let you give your players a feel that they are part of it and give you ideals for your own campaign set durning FFW.War Fleets, ICS Papers, Armies, etc were fun to read (except the TL 12 Army bit). I don't regret buying them. But they are just loregasms. They don't give me any tools or advice or structures for actual play that I didn't already have. I can run an interstellar war in Traveller just as well now as I could before I bought them.