A few more notes on character creation:
Since the vast majority of humanity is still on Earth in this setting, instead of a Homeworld we have a Home Region characteristic. Thus, you might pick Fluid Oceans if you grew up in a coastal city, Garden or Agricultural if you come from a forested or farming region, High Population if you're from the major cities, High Tech if your family had access to the comforts the WEC provided or Low Tech if you lived in the slums, likewise for Rich and Poor... I'm sure you can manage to work the general principle of it out on your own. :]
This bears explaining: if a skill has "(any)" next to its name, that generally means you should pick a specialisation for it when you take it. That doesn't mean you must take a new one each time the option crops up - feel free to specialise.
On a related note: the general suggested specialisation of Heavy Weapons is Launcher; it'll be the sort you'll be seeing most often. For Gun Combat, I've decided to group all energy weapons into one specialisation, but aside from that just go with what the book says. :]
Equipment. You'll generally be receiving a "standard issue" package at the start of the campaign, so don't go spending all your mustering out cash on fancy gear, hmm? Especially not before taxes are applied...
Age. I know the rulebook generally has characters age in increments of 4 years per term, but we know life isn't always so neat and orderly. If you get discharged from a career, for example, or other similar circumstances, feel free to pick an age within the appropriate bracket.
Also, we should have our first character sheet ready soon, so I hope that'll motivate the rest of you to get in on the action. If you haven't got the Traveller books on hand, let me know and I'll provide you with the necessary materials (what's been keeping you this long?)