My own ramblings for what they're worth, in no particular order:
The campaign was genuinely novel for me, which is a rare and valued thing. A group of high-tech academics from a race I've not played much with before, in a region of space I've not visited either as a player or a GM, lots of puzzles to solve and almost no combat. I feel I could've been more of a team player, but hopefully I was able to correct that as the game went on.
Mr Lovegrove and his recurring sidequest were one of the highlights of the game, and I'm sure there's a good deal more to him than we have worked out so far.
I've not read most of the material on the Florians, but this game's mashup of it is forever how I will see them now.
It was fascinating to see
@Guvnor adjust the game on the fly to assimilate our various mad ideas; at least that's what I think was going on. The range of artwork was impressive, and made me feel quite inadequate!
I have the horrifying suspicion that this was a reasonably accurate depiction of life in academia, megastructures and gauss weapons not withstanding.
I find the Roll20 character sheet large, complex, and somewhat off-putting; but then I think that about most Roll20 character sheets. One thing I'd suggest for next time is suppressing the pop-up box which asks for modifiers on skill rolls, most people can apply basic modifiers easily enough, and screen real estate is at a real premium for me - I spent a lot of time hunting for the popup window.
I've had surprisingly little exposure to MgT2, and it was confidence-building to see that despite what feel like hundreds of skills and terrifyingly detailed rules, at its heart it is still as simple and straightforward as ever once you prune your way past the edge cases. The major obstacle for me turned out to be the character sheet rather than the rules, and I found myself creating a 3x5 index card 'cheat sheet' for Daldor which I found easier to process on the fly.
@Guvnor was able to do most of the things I use SWADE's Adventure Toolkit for by adroit use of Task Chains, which were surprisingly flexible.
The game did reinforce my opinion that unlike CT, MgT2 is simply not intended to use random encounters, and is therefore less suited to sandbox or solo play. Everything we encountered seemed to flow naturally from the storylines, or to be a deliberate plot point. For further study, as any of the PCs would've said.
As
@First Age said in the last session, it left me wanting to run Traveller again.