The more I read Cepheus Universal, the more I like it.
It is not as generous with skills as other Cepheus games, but this fits better with the original little black book games and how those were. You don't have a hit point or stamina pool that rapidly regenerates; there are no advantage dice mechanics and no talents.
The only modern mechanic they include is an optional experience system that allows for slow progression. Still, there is a warning against letting this take over the game, and it can also be burned in-game as a heroic luck system. Everyone having +4 skills and a 12 in their key ability scores will blow out a carefully balanced 2d6 game, so I see why the warnings are there.
You can always port traits from the other Cepheus games if you like.
The entire tone of the CU game is hard science fiction, cyberpunk, military, survival, and inspiration from movies and fiction. This is not "generic Traveller-like" gaming that seeks to reproduce a generic Imperium-like game; this is a game that wants to emulate any story in any science-fiction genre. There are detailed survival rules and support for lower-technology levels, such as fantasy or Age of Sail. We also have good rules for post-apocalyptic settings, hacking, clones, genetic modifications, cyborgs, robots, AI, and even time travel.
If your game goes into "hardcore planetary survival," and characters are making bows to replace their drained laser pistols, the game goes there.
If your game is Cyberpunk meets Traveller, with a layer of Blade Runner replicants thrown in, the game goes there.
It will go there if your game is TL16 "Federation Space Navy" with ship transporters, ship officers, and multi-setting phase pistols.
The game goes there if your game is "Galactic rebels and space knights with TL14 force swords" versus an evil empire.
If you want "space truckers or marines versus evil space bugs," the game goes there.
If you want "space armies with machine guns versus hordes of hive-mind bug monsters," the game goes there.
Do you want classic serials like Buck Rogers or Flash Gordon? Do you like 1960s trippy, humorous, avant-garde science fiction? Woody Allen, Spaceballs, or Barbarella? The game goes there; turn on heroic mode and let yourself laugh.
A "Massive Effect" style of space troubleshooter and authorized space marshal game? It works.
CU also has mechs and vehicle combat, which is another genre covered.
A "Galaxy Guardians" style of renegade space heroes game who fight mighty space overlords? It works; just add licensed music that hits those nostalgia notes and turn on heroic mode.
Want "Lost Land of Pre-Historia" or "Dinosaur Park? Pick up a copy of Westlands (or Sword of Cepheus) and use the dinosaurs in those games. Anytime you mix technology and fantasy elements in a game, Cepheus will handle this far better than a d20 game.
Do you want "cyborg cops" versus criminals? The genres this game emulates go on and on.
The game even has "heroic play mode" rules, where NPCs are rarely hit, most enemies are one-hit mooks, player characters have a "luck pool" that absorbs damage, and players have a pool of destiny dice to add to failed rolls. Instead of writing the base rules as a "gimme 5E" game design of high player power, the game keeps the default realistic level of play and offers heroic play as a toggle. It has an Alien level of realism by default, but you can turn on that pulp "Star Wars" style of play with a toggle.
Again, the systems in this game are well thought out and designed.
The rules seem tested and battle-hardened. Compared to the ship combat examples in Cepheus Deluxe EE, this game requires far fewer dice rolls (not one per weapon mount per turn, which can get super annoying), and a layer of abstraction has been added to this system, which makes it feel better put together. Capital ships have a layer of abstraction added to them but can still interact with "adventure class ships," which also feels right.
The game also keeps the "hull size to drive" ratio concept of the original Traveller, where the smaller ships are limited in how fast they can accelerate and how long they can jump. You aren't going to do "far reaches" exploration missions in a battleship. Jump-6 stops at 1,200 tons, and jump-5 stops at 1,800 tons. Jump-4 is a maximum of 3,000 tons, while jump-2 is all a 5,000-ton ship can manage. You can limit capital ships to jump-2 as well if you would like.
The colossal problem the original High Guard book for Traveller had was opening up 6G acceleration and jump-6 to battleships. It broke the original game, and we played it before it came out, and it was a different world. There was a size limit on ships, and the big ships could not go that fast or far. You would not see a massive ship in a system 4 parsecs away from anything because it could never have the jump range to get there. No " battleships are sitting in the middle of nowhere" unless something in the system built it and stayed only in the system. Smaller ships could always outrun the larger ones, given that you mounted enough maneuver drives on them.
Also, with hyperdrives, jump-6 will eat up 60% of your tonnage as fuel for one jump. You can jump that far, but will you really need to? Trade-offs must be made.
Smaller ships going faster and farther is a "pro-player" design choice. Smaller starships and crews will do the critical things. Owning a small, capable, fast ship and having a skilled crew will get you more jobs than you can handle, whatever you do.
No game has done this much science fiction since the original Space Opera game, and Cepheus Universal does it better. There is one set of rules that covers everything, and you can mix and put all your science fiction in a blender if you like and play that. Mix "Trek and Wars" and play it out. Science fiction is supposed to be fun. Or serious. Or whatever you want it to be.
Cepheus Universal is this generation's Space Opera.
Also, how many 5E Kickstarter projects will I need to pay for to get games that cover all this? The worst part about the 5E market is the grift, book after book, to get the game to cover everything you want. Many games copy an inspiration closely; that is all you can do with it. Or they leave out key details, like the economics of space travel, trade, starship costs, or even star travel. Can we make money running cargo? The game doesn't know, and it implies neither should you. It is the sign of an idea they never thought about or purposefully left out of the game and never told buyers about it. Some games have ship combat with a few sample ships but leave out ship design. In other games, you can tell they never tested sections of the rules, and they just "wrote it and shipped it."
This is not the case in most of the Cepheus games. CU goes the extra mile to ensure that it tests and delivers significant systems before they are included in the book.
Why not use GURPS?
The ship combat and design here are better, faster, and more manageable. It is all abstracted to a level where the action can be handled quickly and stays in the story. Cepheus Universal quickly handles it in a rules-light format, using 2d6 for everything. The characters are better in GURPS, but how well the system runs and handles a wide variety of science fiction subjects, technology, and topics quickly and with a degree of detail and certainty will be by Cepheus Universal.
CU is far easier for ship, vehicle, and mech design than GURPS.
Why not use Cepheus Deluxe EE? In all honesty, you can. You can port in the trait and experience systems. Use the tables. It all works together. CU is twice the size, with more subjects and topics covered. CU has many fixes and improvements. The CD game is faster, looser, and has a more modern set of rules - that may appeal to some, especially coming from 5E.
The CD game has some nice rules and sections for speculative cargo and passengers, so the tables from one game can help the other. In CU, they aggregate this into one value per ton and roll to keep cargo hauling simple (and free from exploiting the system). Either game you choose is good; my preferences naturally go towards a game that can simulate more.
CU goes back to the basics in some ways, especially with characters. Less complicated characters are a good thing. Where they keep characters simple, they deliver genre support and a width of science fiction content that makes my head spin.
This is a fantastic game, easily S-Tier, and it can be easily overlooked unless you read it and carefully consider what it offers.