Traveller's fuel use for fusion power is daft.
The draft HG for the 2e is sitting on my HD unread at the moment and I've heard rumours the fuel for power plants is being stretched some, that may go some way to answering your question but personally, given that PP fuel is relatively small compared to jump fuel and it's easy enough to transition the space to cargo and run 57th century fusion as we see fission reactors aboard ships today, self contained units that don't need refueling with a lifetime that matches when the fuel runs out. I don't have any issue with the change and think it would have little to no effect on the game. Yes you can wander round systems for longer with no fear of running out of power but that's a good thing, it encourages more exploration of a system. The limits become food and perhaps life support.
You could also add something that doesn't encroach on the rules to solve the problem that allows you to stick to canon/RAW, the end result would be the same, be it some kind of battery with an incredible amount of storage or a fuel cell that could reprocess it's waste to keep generating power.
The last part of the puzzle would be to allow a ship's computer to autonomously run the power plant as the humans have either buggered off or are asleep
But why stop there? Let the computer run the whole ship!