I'm just listening through this campaign for the second time (Well done! You out did yourselves with puns, double entendres and erratic dice rolling!).
I'm thinking of running this campaign in GURPS as @LordOfOne did. Does it work in that system? Is it too sandboxy? Was there plenty of fun, above and beyond just hanging out?
I think it works really well in GURPS, but I am a fan of the system - I think this campaign suits the crunchiness of GURPS very well. I'm running it in 4th edition, because I'm a sucker for shiny new things. Conversion is very easy - the main pain is the starships. I'd strongly recommend GURPS Starships, which is only available as a PDF I believe, and some of the supplements (there's one on tramp freighters which I have found invaluable).
The campaign itself is very sandboxy - the danger of which (as is happening with my group slightly) is that it can feel a little aimless, depending on your players. Given that all of mine are generally work-shy freeloaders with no get up and go, dynamism or spunk, I am finding that I am having to use my considerable powers of charisma quite a lot. They're given a VERY broad remit at the start, which some players will love. However, there are 10 set adventures which are not nearly so sandboxy to sprinkle in along the way - my group is still working on adventure 1. I feel like I panicked and threw that in a little bit too early before they'd had a chance to enjoy being space pirates.
Happy to give further advice! We're running another few sessions now after a brief foray into Pendragon.
PS I was only joking about my players' spunk.