Go forth,
@Technetium 98, and shine thine Cherenkov light!
If anyone has feedback to offer, it's most likely Tech lol
Of my part, I think most has been covered already in this thread, but there are a few points which I specifically would love:
- Improved sensor rules (again); the additions in the 2022 edition of High Guard were very welcome, but I really do feel it still doesn't quite live up to its potential. The Aerospace Engineer's Handbook introduced a lot of very interesting concepts that I feel could be borrowed into Traveller at large rather than just 2300AD. Might be outside of this update's scope, though...
- The ship construction time rules are pretty good when considering small, Adventure-class hulls, but I feel they completely break down at larger scales... a Tigress, even at TL16 and using the 'modular construction' 90% discount would take a whopping 54.31 years to be built! To some degree, I feel construction times should be modified roughly in proportion to the square root of tonnage (which, incidentally, is what the construction time tables in Classic Traveller seem to assume). I tinkered with this in the past, and I'd love to swap notes, @paltrysum!
- Now that Mongoose owns all of Traveller (sans DGP*), I'd love to see some more of T5's ship rules incorporated into Mongoose 2nd – chiefly Lifters. Assuming the default cost for hulls already includes them and that non-gravity ones lack them makes it backwards-compatible; a gravity hull without lifters could cost something in-between (75% of normal cost rather than 50%). Part of me would also like to see landing gear being featured, but that's probably more trouble than it's worth, alas.
* Yet.
- Expanding a bit on the above, perhaps expand and/or add more info on atmospheric operations for ships? Solomani Front has a whole table and ruleset on landing and taking off from high-gravity planets (pages 184 through 186) that always felt like it should be in High Guard instead. It ends up adding a lot of value to otherwise somewhat 'meh' components, like deployable wings.
- If possible, cross-reference with Geir and the new Vehicle Handbook as to how to ensure that spaceships can engage vehicles and vice-versa more clearly – this section of the rules always felt very, very muddled and ambiguous to me. Thinking of what you putting your heads together on this matter can produce makes me eager, nothing quite like a Christopher-Geir colab!
Overall, I think that covers most of it, really. Otherwise, just what others have already mentioned, cleaning up inconsistencies, consolidating the
High Guard items introduced in other books, merging duplicates and generally just streamlining it (we'll get a free Fuel Scoop out of it

).
[EDIT:] Oh, another thing that came to mind due to a conversation on the Discord – I would
love if we could get some rules about cargo handling and ship loading/unloading,
a la GURPS: Far Trader! That'd go a long way to giving cargo conveyor belts and cranes an actual use other than mere flavour, as while they state they reduce the time to load up cargo, presently there's no baseline to compare
to, which somewhat defeats the point.