YES! I finally got it ... I think ... hope so
I even had Dydimus send me a very detailed example.
Dan, you're absolutely right, if you think in terms of FT it'll get confusing. Now when re-reading section 3.0 I see that it is not that badly explained after all, BUT it is confusing IF you start with another system is mind while reading that section. The basic thing to remember here is that the overall effect of movement plotting shows you *exactly* how you get from A to B, exactly like in S:X. It is *how* movement cost is calculated that is different. So basically it is an inertia-based system WITHOUT the basic problem associated to systems like FT's, which was that you never knew exactly where you'd end up (which is quite unrealistic).
The only thing which I'm 99% sure of but I'd still like to confirm is this: you do NOT add trust requirements together to see if the move is a "go"; ie your move is valid as long as each individual maneuver's TR does not exceed the current engine rating.
So going back to the example on P.19 for the second turn : 2S2 = the TR for accel/decel is 1 (speed 3 previous turn minus 4 current turn); the S maneuver's TR is 4 (4 = current speed > 3 = previous speed). *IF* the TRs were added then the total TR for the whole plotting of turn 2 would be 5 (1 TR accel + 4 TR for the 'S' turn) *BUT* that's NOT how the rules work. There are 2 maneuvers here within the same turn: moving a total of 4 hexes (2+2) and a starboard turn. As long as the *individual* TR of each maneuver does not bust the current engine rating then the move's a "go".
Also, there is not set order on when to perform each maneuver, right? Taking the example above, (2S2) that could either be S4, 4S, 1S3 or 3S1. So it's all good as long as you don't bust the TR.
If I got everything right then those rules are quite awesome.