Life has conspired to prevent the posting of the most recent Aldelle Group adventure log by preventing me from writing it (or anything else). I will get it written tonight and posted tomorrow at the regular time.
In the meantime, some thoughts I've had on the Hero Traveller game:
Pre-Crash, exch system had a fuel depot for ships moving through as not all ships were large enough to carry enough fuel for more than one jump, especially the smaller Jump-1 capable ships. Post-Crash, the automated depots and stations will have suffered infection by The Virus and either detonated or vented fuel in a way to cause havok. So, Post-Crash explorers will need to have a way to refuel and/or carry large amounts of fuel, enough to jump there and back in case "there" does not have fuel or a gas giant or they have no scoop.
As a result of this, my handout map at the beginning of the campaign will need to indicate starports and gas giants. Additionally, the path of exploration by the PCs will need to be cautious. Systems without gas giants may need to be skipped in favor of systems where they are guaranteed to be able to get fuel for a return trip or even just to leave the system again. Suddenly that large slow ship that can carry a ton of cargo doesn't look as inviting, especially if it cannot carry enough fuel to make two jumps without re-fueling. The cigarette boat might be more tempting, not because it has a Jump-3 capable engine, but because it can carry enough fuel for three Jump-1s (assuming I my memory is accurate in that Jump engins are rated up to a max and not a fixed rating).
These are things the PCs will need to consider when making their initial ship selection. And things I as the GM need to consider when designing the immediate play environment.