You could probably make a playable game out of T5, but it's not that at present. What it is, is a giant mass of tables and rules that attempt to codify everything in the universe and put it all in a neat little box.
There's just too much of it, and it seems to be trying to replace the Referee with endless tables rather than create a simple framework to play some games with. In that, it's almost exactly the opposite of what most people like about CT - ie its loose simplicity.
I suspect that T5 might appeal to people who can't find a gaming group, because there are so many options for solo play there. Anyone with OCD might like the way it shoehorns everything into compliance with a few digits of code.
That's one of the things I found very restrictive when I was writing for Traveller; the precise definitions don't always match what would be realistic in the setting, which makes them a bit pointless (well, it's a class C port except for all these things that don't fit the defintion) and attracts the wrath of purists who think that a Class C port is a Class C port and must be exactly like the definition even if that doesn't make sense.
IMO games need a framework but much less precision than T5. Rules of thumb are more useful than trying to shove everything into neat little boxes.
I think that you could cull a decent game out of T5, and have a lot left over to form the basis of specialist supplements. All the work that's gone into making the whole package thus far would not be wasted - it'd mean that what was eventually published remained coherent right across its many supplements, much like CT didn't. (Because CT was built out of case-by-case bolt-ons).
In short, what I'm suggesting needs to be done is:
- Cull a simple core system out of the vast morass of T5 rules
- Treat all the rest like the 'engine' in a computer game, or as a developer's ruleset for creating supplements. Ie the existing material would be the basis for a much simpler published set, and would ensure coherence.
- Write the 'publishable' version in an accessible style rather than the universe-operating-manual style that it seems to be curently written in.
- Write it up from the point of view of being a game that people grab and play, rather than a toolkit for 30-year Traveller veterans to use.
- Present the rules system as a set of guidelines rather than an attempt to exactly classify codify everything in the universe.
- Put out some sourcebooks at the same time.
The latter is vital, IMO. If T5 is simply pushed out as a rules set/toolkit, then a few diehard traveller fans and completists will buy it, and then it'll vanish without trace. That'd be a shame, to waste all that effort.
The way to avoid that is to try to achieve some popularity as a game that people might play, and that requires more than a vast tome of tables and rules, written in a very dry and not particularly accessible style.
Sadly, I can't see any sign of this happening, which means that if t5 ever actually reaches the point where it can be published, chances are it'll sink without trace. I wouldn't want something I'd invested that much work in to be wasted like that, and I don't imagine anyone involved does either.