I am also very interested in 'trade at different scales', and for almost the exact same reason. In the finale chapter of Pirates of Drinax, there is a crucial bit of negotiation around 'levies on trade' along the Empire-Heirate trade routes -- and this is a foundational piece of information which allows shifting from 'player characters doing the daily slog of piracy in Traveller' to 'Player Characters managing strategic interests in Pocket Empires'. But the amount (and importance) of trade is completely undefinable; there is literally no reason for any trade to even exist in the first place -- and that undermines the fundamental conceit of the entire campaign. So it seems to me that any 'strategic view' that supports 'Merchant' (where are the profits?) campaigns, 'Pirate' (where is the valuable shipping?) campaigns, 'Navy' (where are the economic vulnerabilities of the opponent?), 'Mercenary' (where is there conflict & enough money to pay for our services?) campaign, and 'Diplomatic' (Which systems are valuable to me? To my opponent? What do these treaties really mean?) campaigns, should include this sort of essential information.
Also, the assumption is that all trade codes and travel 'zones' as listed are from Third Imperium sources; which is fine as far as it goes. But Aslan have different priorities, and would probably use different codes. One key dimension of their evaluation of a world is 'Is this a good place to hunt?' -- basically, how extensive and Kusyu-like is the biosphere & how expensive it it to Kusyuform. Population and military strength are both important as well. Once these male-oriented concerns are properly weighted, female-oriented concerns need to be evaluated -- are there valuable resources? Is there a useful industrial base? Is there an available labor pool for setting up manufacturing, and infrastructure sufficient to move goods around? Is there a strong market to sell to? Different races and empires value different things, and the trade codes they define would reflect that -- and their evaluation of a system determines their objectives for expansion & defense.
Also, the 'Agricultural' trade code is a bit weird. Having an extensive biosphere is different from 'can I live here by eating stuff that I find?' At a minimum, just basic carbon & water based lifeforms can have proteins and sugars which have different chiralities. Terran amino acids are left-handed, and our sugars are right-handed (let us call this 'Type 1'); eating left-handed sugars doesn't hurt us, but provides no nutrition and often had unfortunate side effects. I think there may be some justification to the idea that Aslan biology is like this -- the amino acids AND the sugars are all left-handed (let us call this 'Type 2'). Type 3 could be all right-handed amino acids and sugars, and Type 4 could be an exact mirror of Terra -- right handed amino acids, and left handed sugars. More exotic biochemistries would also exist, but be rarer. So a 'Garden world' or 'Agricultural world' would only be useful for humans if it happened to be Type 1 (Aslan would prefer Type 2); many such worlds are nice to visit, but not particularly valuable because the native biochemistry is wrong.