Well, with the more traditional versions of Trav, you could simply argue that even using the word "build" there is questionable. The degree of steerage you can conduct with generating one of those characters is, to be charitable, rather limited.
That's part of my point - I mean, you can choose which skill chart to roll on, and whether to try for another term at the risk of aging - but what does "optimisation" look like? In my group's recent/current Traveller campaign, one of the PCs has Battle Dress and good physical stats, but is by no means the driving force behind events. Another PC has no skills but Cutlass-4 and Tactics-1, but because of the player has quite a bit of influence over how things unfold.
The idea that "optimisation" = combat =
dominating the game only operates within an extremely narrow paradigm of (some) D&D-esque play.
EDIT: In our Prince Valiant game one of the knights has Brawn 3, Arms 2, Battle 1. The other two have Brawn 4, Arms 4, Battle 6. Which counts as optimised? The question is silly. Sir Morgath has Presence 4, Courtesie 2, Fellowship 3, Glamourie 2, Poetry/Song 1, and Lore 2. The other two have Presence 3 and Courtesie 2 and Fellowship 2 in one case, Courtesie 1, Fellowship 1 and Oratory 2 in the other.
The players choose their PCs' goals. When the PCs meet NPCs, the players choose whether to speak first or fight first.
Even playing RM back in the 90s, when our play was probably closer to (some sorts of) D&D than our Prince Valiant game is, we had PCs who were relatively weak in combat but skilled in social, illusion and infiltration. They did not exert any less influence on events than the warriors and the firemage.