I agree with all this but... I can't agree that what I quoted was not simply "flavor text" compared to the text you indicated. Torpedoes being a problem for a sensop doing EW is a pretty binary conclusion. Either the sensop can affect the torp or it cannot. If it can, then that means EW applies.
What you are pointing states; "A flurry of missiles will panic any ship’s captain but a salvo of torpedoes is real cause for concern." I can see why you would call that flavor text because of how subjective it is with the phrase "cause for concern". Is that because of the diminished PD defense? The higher damage?
...and while we are on it, torpedoes specifically mention that PD effect is halved but are expressly silent about EW in this description. Yet, PD in core only refers to being an antimissile defense too with no mention of torpedoes. I think it's a biig stretch to say that EW does nothing. It's more likely the rules writers neglected to write the rule because they forgot to specify and assumed all would assume. In that view, EW has full effect... which I think is a mistake.
I've always considered the torpedo the equivalent of a capital missile. The standard missile should be too small to do much, if any, damage to a capital ship. Progression of aerial-carried rockets and torpedoes goes from 70mm-equivalent to the FFAR to aircraft being able to carry a single torpedo. Rockets were ok against lightly armored ground targets and naval vessels, but weren't really much dangerous than gunfire. Torpedoes were capital ship killers due to their large warhead (and for how torpedoes worked against naval vessels). Gravity bombs factor in there somewhere, but let's skip for now.
Next you get into the jet age and you get smaller missiles, then smaller(ish) anti-ship missiles like Exocet or Harpoon - can be heavily damaging, but only because warships don't carry armor like they used to. Bombers are able to carry some of the bigger missiles that carry some pretty big warheads - talking like B52, B1/B2 and Bear/Backfire bombers. All non-nukes though. Essentially ship-launched missiles are pretty equivalent to air launched ones. Cruise missiles I'd put into the bomber-class ones.
The above is why I'd think that torpedoes are gonna mess somebody's world up - if they can hit. With point defense you can take out large, or small, inbound missiles and torps simply because they are fragile little things. Since the advent of point defense the idea has always been that you need to overwhelm a targets defenses (active) and defeat or ignore them (passive). ECM can be considered both active and passive since an operator is actively trying to jam an inbound round and it's also throwing up a lot of static, sensor echoes and other garbage trying to make the ship look like it's not really the target. So that's gonna be in both categories in my opinion.
RPG capital ship combat is kinda odd. Traveller itself is not a wargame system. There are much better starship combat game systems out there because they are designed as such from the ground up. At best your better crews get a slight die modifier. But most everything is table-based. SFB and Starfire are pretty decent systems for ships that scale relatively easy between smaller and larger ships. The old RL Leviathan system was ok as well (I did like how RL had the different types of damage from different weapons, some peeling back layers of armor and others just punching straight through - made for good reasons why you SHOULD mix armaments).
I think Traveller should finally bite the bullet and leave small-ship combat with RPG-type playing, and make the HG and fleet combat more wargame-like. As far as I've seen you don't really get a lot of overlap for the people to play out capital ship campaigns with PC's. I know there's been the attempt to try and bridge it, but I can't really say how successful it's been.
^^THIS though.. we are both on the same page about this. Me, being someone who when I buy rule books, I like them to actually contain rules and not just allusions to rules and "adventure seeds", would love to do less of having to use my own interpretations.
Can't agree more. I buy games for a few reasons - one to support the publishers because w/o them it would be, well, kinda sad. Though I refuse to buy schlock for that reason. They don't DESERVE my gaming dollars, but they can certainly earn them. And your point about the rule books containg actual rules and not some mish-mash of suggestions w/o committent is spot on. The entire point of buying a rule system is to have a rule system. If everything is "well, if you feel like doing X, or Y, or et, cetera, what's the frigging point? I can do that myself. Professionally published rules need to be professional - that means they need to be consistent, well-thought-out and complimentary to the rest of the gaming system. I think we are well-passed buying our games in baggies at the local hobby store, treating each one like its Christmas and hoping we get a good "present" this time around.