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Star Trek strikes me as the kind of thing that doesn't really need a system. It's an episodic diplomatic story; battles almost never break out, stressful situations are restricted to negotiations and general avoidances of war, the meat and potatoes of what happens is in the figuring out of what's happening. Sounds like you don't need books, character sheets, or dice-just maybe some way to keep track of where the group has been and who they've met and what they've done (though the last one is mostly for the purpose of the wonderful oh-those-were-some-good-times-we-have-had moments). To elaborate on the setting here, Prime Directive is licensed to use the Star Fleet Battles setting, this setting is itself based on some licenses cobbled together from the animated series, the technical manual, a tabletop war game, and elements of the original series.
These licenses were issued before Paramount produced the motion picture (and thus before they gave a fuck). In the end you have an alternate Star Trek universe that doesn't have the next generation motion picture and forward aliens, but does have those cat people that were in an episode of the animated series (and are from Larry Niven's known space). It's also a bit more grim and conflict driven as the original purpose was a war game.
I quite like the setting actually. And it works well for an RPG as you play members of 'Prime Teams', meant to do away missions and work semi-independent of the ship, thus the party dynamic translates well. Edit: cleaned up some info.