Before listing comments on the CRB, I'd say that personally, I would really like to see the two "Aliens of Charted Space" volumes cleaned up. It looks like someone did a bit of editing on volume 1, but they're both still a bit rough, and I fear that they'll go to print like that. At the moment, to use them, a referee has to decide what to do about the broken parts. I'm going to bump the two topics about typos there.
In terms of the CRB:
1. The flowchart for character generation states that you only get to roll a skill on your second and subsequent terms in a career. This conflicts with the main text, and would be so punitive to character generation that the main text *must* be correct.
2. The radiation rules for starship combat are too harsh, and in an un-fun way. No ships have radiation shielding except for some huge battleships/cruisers. As the radiation rules stand, a hit or two with a particle accelerator will kill pretty much everyone on a ship. This is a bad idea because PCs with radiation weapons can too easily kill other ships ... but conversely if they run into ships with radiation weapons it will turn into a TPK very quickly. I would suggest only having radiation damage delivered when a crew critical is rolled.
3. Combat should include a rule for fire deviation for weapons that do burst damage.
4. The interpretation of armour is problematic in the case of partial coverage. Specifically, in the central supply catalogue, a combat arm can give a character +6 armour. Any munchkin worth their salt will buy two of these and be largely immune to small calibre rounds. While this can be addressed with optional hit location rules from the traveller companion, this seems undesirable, since one then starts wondering about coverage of the other armour types, which is often ambiguous (is a "body suit" something that covers the torso, or the whole body?). I'd suggest that the combat arms be toned down (maybe +1 armour at best). [I guess this is central supply catalogue rather than core rulebook, but it's an overall design issue, so I mention it here]
5. The sensor rules aren't terribly helpful. What mostly needs to be determined by them is: when two ships meet, can one of them avoid detection (initially)? If it can avoid detection initially, and it wants to pick a fight, how close can it get to the other ship before being detected? The current rules don't really help adjudicate this at all.
6. Large water vehicles can have a lot of hull points, resulting in them being practically impossible to sink without the use of spinal mounts. The vehicle critical rules should include rules for making a ship sink.
7. Critical hits to large starships become rather meaningless since losing one randomly chosen weapon doesn't matter much at that scale and taking 6D hull damage is neither here nor there. The former shortcoming could be tackled by letting the firer choose which weapon is hit. The latter could be dealt with by making the hull critical be a percentage of initial hull points. Note that this latter fix, if applied to vehicles, could also deal with point 6 above.
8. The rule for critical hits on starships is contradicted in High Guard (rounding down for severity of criticals instead of rounding up). This is a pretty major deviation. My current read of this is that you use the CRB rule for "small" starships (i.e. round up) and the High Guard rule for "large" starships (where "large" is bigger than 2000 tonnes), but that should be clarified.
Hope these help!
