When I think about Traveller, I almost always think of J. Andrew Keith and William H. Keith, known fondly among fans of the game as "the Keith Brothers" (which is only apt, since they were in fact brothers). The reason I think of them is that much of the best material written for Traveller during its Golden Age was the work of the Keith Brothers, often writing under pseudonyms. The reason for this is that they were so prolific that their publishers were concerned about the appearance of using these two authors again and again, but their material was so good that the publishers could hardly turn down their submissions. In addition, William H. Keith is an illustrator of some talent, so not only could the Keith Brothers produce high quality rules and adventures, they could provide the art for them as well!
I'd be hard pressed to choose a single Keith-penned adventure as my absolute favorite, but, if pressed, I'd probably pick 1981's The Legend of the Sky Raiders, published under license from GDW by FASA in their pre-Star Trek, pre-Battletech, pre-Shadowrun days. The first part of a trilogy of adventures, The Legend of the Sky Raiders has a terrifically pulpy feel to it. The characters are hired by a young archeologist looking to continue her father's research into the origins of the mysterious interstellar warriors known as the Sky Raiders. According to the archeologist, the Sky Raiders originated on the backwater world of Mirayn, where the adventure takes place, and she needs assistants and guards to aid her in proving her father's theories, thereby solving a great historical riddle. Of course, many dangers await the characters: from the harsh environment of Mirayn's Outback to the native sophont species to other humans who don't want the archeologist to proceed with her investigations.
The Legend of the Sky Raiders pretty much encapsulates everything I like in my Traveller adventures. There are equal parts action and problem-solving, set against a backdrop in which human greed and rivalries are every bit as dangerous as any alien obstacles the PCs encounter. The adventure also nicely mixes the low-key with the epic. The archeological expedition is a surprisingly modest affair, but the implications of what the characters discover are far from modest -- implications that are explored more fully in the next two adventures in the series. Keith Brothers adventures were what I'd call "slow burn" scenarios: it took a while for them to get going, but, once they did, you were in for a bang.
That's still my preferred approach to SF adventures. Much as I love wild, over-the-top craziness, it's hard to maintain for very long, which is why I prefer adventures that are willing to move slowly and save the big bangs until lots of details have been firmly -- and carefully -- established. Even back in the day, there were some who found the Keith Brothers adventures a little too sedate for their tastes, but I wasn't one of them. In a very real way, the look and feel they established through their many adventures, supplements, and articles was Traveller and I'll admit that I've often found it hard to accept other interpretations of the game in the years since. That's why I particularly treasure my large collection of Keith Brothers products. Even three decades on, they still inspire me in ways that few others do.