Right off the bat I will point out that while I have read MgT 2ed all of our recent play has been with MgT 1ed/CT recently... 

On Thu, Dec 8, 2016 at 6:59 AM, Timothy Collinson <xxxxxx@port.ac.uk> wrote:

1.
When calculating the Purchase/Sale DMs the rule is very clear: "in cases where multiple Purchase or Sale DMs apply,k use only the largest from each column" p.211

If they're both negative, would you call -3 or -2, for example the 'larger'?

I would use the absolute value in that case. -3 would be the larger....
 

2.
Passage and Freight earns revenue according to the parsecs travelled.  e.g. Freight going 1 parsec earns Cr1000/ton and 2 parsecs Cr1600. p.207

Yes, that has been pretty much the case in discussions I have seen...
 

OK, but what if the ship is either using demountable tanks (i.e. the March Harrier in the Traveller Adventure) and taking two Jumps to go 2 parsecs or just using a Jump 2 drive for example to do two Jump 1s?  Do you take the figures as read still, or would you tack on an "Other" DM in the passengers or freight table to reduce the amount available, or would you attract passengers/freight by doing 'offers' (reducing the cost) because of the longer time of transit?  (I quite like the last of those for role playing opportunities, but of course there are no 'rules' for suggesting what numbers might then be suitable.)
Any thoughts on whether it matters?

In CT it was priced per destination not number of jumps in the description. But thinking that if I had a choice as a passenger I would take the quicker trip, so a negative DM probably would be in line.. Though the longer passage was offset by a cheaper price would also have some consideration. 
 

3.
Still not sure what the 'Freight DM' is for the Mail roll.  Currently I'm adding/subtracting all the DMs generated for Incidental/Minor/Major lots, but should this include the Effect of the Broker/Streetwise roll from the player?

I always default to allowing the Characters having some effect on rolls... 
 

4.

I'm thinking of 'inflicting' a slight loss of cargo space thanks to 'spare parts' the engineer keeps kicking round in case of need.  I'm thinking a couple of tons but should it be more?
How might this then be used in game? I'm kind of thinking a once a month roll for a part breaking (Maybe failing a Routine Engineering roll <insert doubletalk for its name>) and the part weighing 2D x 100kg.  Is that too harsh?  Easy?  Thoughts?   (I can't recall any rules from previous Traveller that covers this, but it's not something I've looked for.)

OK, when designing ships I allow for some certain percentage of the total Engineering volume (generally 10% rounded up to the nearest whole dTon) as Engineering stores. 

As for rules, I use the old repair rule for damage control rules based on the CT Damage control rules, there was a volume component to that which I can't find a direct reference for this morning.. Roughly it worked out to random percentage of the volume of items to being repaired.

For maintenance and wear I use the system presented in TNE, In which each item has a wear value which acts as mod to the relevant maintenance skill roll. Said maintenance roll is made when the particular piece of equipment is used. Note a wear number under certain level a failed maintenance roll doesn't indicate a malfunction but a increase in the wear number. Additional time spent on Maintenance in a time frame provides a positive DM to rolls within that period.

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Evyn