When part of my premise is that being good at something should have more than a +0, mentioning the +0 mods isn't actually saying anything useful to me. Not to mention you typically only even got those in things related to your particular training. There wasn't much opportunity to pick up anything outside of it, which I think is a problem, and that's given Trav was better than typical class systems.
I mean, I get being somewhat conservative with totals awarded is understandable in a 2D6 resolution system, but I still will say 4 rank adds over 8 years of development time produces overly narrow characters for a modern or SF game, and that's not accounting for the randomness.
Understand the playstyle Marc was aiming for - I got this from the rules, but have confirmed it via email with Marc Miller: CT was written with the intent that skill rolls were only made for extreme situations.
And skill 1 was a competent journeyman level. Skill 3 is doctorate or master level. Skill 1 in Classic Traveller is your "doing this as a day job" level of skill. Someone after 4 years having 2-3 journeyman level skills? that's beyond generous.
One of the things that's a real problem with old games in new editions is that the new edition creators truly need to understand the nature of the old rules. There's a reason Free League consulted with Marc Miller for Twilight 2000 4th - Marc was part of the design team for both first and second editions. He also was a US Army captain. And is a 'Nam era vet. While FL's rules are different, they manage to capture Marc's and Frank's goals with the oldest editions.
Is there anyone at WotC really familiar with the original editions of Gamma World? How many of its dev team are even alive?
Any WotC Gamma World's got different goals almost axiomatically, since TSR was not really aiming for maximum profits. They were aiming for profits, yes, but it wasn't the biggest concern... prior to Lorraine Williams, at least. But for that later era, it was maximum personal value extraction, not maximum sustained profitability...
But then there's even the question of "Is there a market need for the silly post-holocaust of GW?"
Well... The big name one is Mutant Year Zero. Looks to me to be the closest in tone.
Then, there's Modiphius' Fallout, using 2d20. Close but not quite the same tone.
And supplements for All Flesh Must Be Eaten.
And there's Deep7's Radz... which is pretty spot on, but for a little known system and by a little known publisher... but at least Radz has compatibility with Arrowflight 2e and Red Dwarf...
And probably a dozen more I've not heard of...
Given that YZE is still selling copies, as is Fallout, there's probably room for another silly PH... if they can get it out about the same time as Fallout Season 2... take advantage of the hype....