I guess that's the case!So what you’re saying is it could be done if you kitbash a functioning subsystem from another game onto Traveller, but you need to understand what good Story Now play looks like to do it properly.
Maybe that would be best focused as "traps for new players" - things to look out for in your RPG of choice, and possible work-arounds.So, then it might also be possible, though I am hesitant to risk derailing the current discussion, to talk about things that do NOT make a system conducive to Story Now play. I'll leave it to @pemerton to decide if this is a worthwhile direction to go in, lol.
I think it can be profitable in some cases. Traveller is a pretty distinct game, with a lot of 'stuff' that comes along, and a LOT of it is surprisingly well suited for Story Now play. But it is still an older game with some elements that will trip you up. So, if replacing a relatively peripheral subsystem, planetary travel, with something like a variation of the Dungeon World 'Dangerous Journey' move, that seems like fairly low-hanging fruit.So what you’re saying is it could be done if you kitbash a functioning subsystem from another game onto Traveller, but you need to understand what good Story Now play looks like to do it properly.
I’d bet the expedition stuff @Manbearcat does in his games would probably work for on-world exploration (based on your description of it as map-and-key). I also expect a large part of why that works is he has a robust model of what good Story Now play looks like and how to operationalize it in play.
Anyway, I wasn’t trying to say this was a best practice or good idea —just that it’s possible.
The thing is, and as I mentioned in my first post in this thread, most of what's in the OP is IMO very good general advice for any GM regardless of style or game type. My questions, and I suppose pushback to a point, revolve around why that advice is only - or only seems to be - intended for or directed at this one specific style, and by extension why that one specific style is seemingly thus being placed above others.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.