I have nearly finished work on the StarCluster 3 game. I need to work on the weapons section, the ships section, and on the Robots section, and it should be ready for internal playtest. Figure a week or two. One change I keep tripping over is the shift from money to lifestyle. StarCluster 2 used Credits, and StarCluster 3 will use Lifestyle - Poor, Working Class, Lower Middle Class, etc. It makes things a lot easier both for me as a designer and for the group - less bookkeeping, no need to detail every purchase, no arguments about how much was spent in downtime... It does lose a bit of flavor, and the cash resource game is gone, but I'm cool with that.
Virtually everything in the game is customizable - ships, weapons, worlds, aliens, vehicles, and game mechanics. The Cluster is as big or small as you want it to be. You can use the old SC 2 Cluster if you wish, or any other method of generation, but that is no longer canon. There *is* no canon. The only Cluster that matters is YOUR Cluster.
SC 2 will remain available, for free DL and in print. The games are so very different I see no conflict, and whenever a new edition comes around for a game, there will be those who prefer the old edition. That's cool. I also see the supplements for SC 3 being very different than for SC 2 - more setting oriented guides for busy GMs, and fewer technical and character-based guides.