I’ve only seen that the FASA Trek game had a reasonable amount of success and was reviewed well. From my experience with games of that era (things like “Swordbearer” come to mind) I bet it’s a bit rules heavy in petty ways. It feels like the AD&D influence was pretty pervasive back then – though perhaps I’m being unfair to Gygax who explicitly rejects simulation [not the Forge version] in the DMG, but then he also constantly adds fiddly rules for things like disease transmission.
One thing I like about pre-AD&D rulesets and a lot of the contemporary ones that fall into the rules-light category (both in the post-OSR and indie/story scene) is an acceptance that mechanical detail and complexity come at a cost of player mental space/attention and so too much emphasis on mechanical fidelity, specifics or constant appeals to randomness can detract from the game a fair bit.
While I don’t think Mothership would work well for the tone of the Original Series, Next Gen or Even DS-9 I suspect it might be a sci-fi system that folks interested in indie/story play would like. It lacks a narrative bent, but it’s clean and simple and the rules have an intentionality and utility that make it do what it says – which is admittedly to run the movie “Alien” and similar sci-horror scenarios.