IMTU, I don't do the 'Jump at near zero velocity', because whatever is 'near zero velocity' (LOL at the idea) in system A is not in system B.
I also don't do the 'M-drives stop working at 1,000D' thing.
IMTU, a whole bunch of technology all work on various extrapolations of the McGuffin Effect, which allows artificial gravity 'pushes' (fusion, grav cells, grav plates (they're in the ceiling!), repulsors, inertial capacitors), M drives (which unlike grav cells have a rather viscous flux round the back of a ship's drive plates, but can work outside of significant grave fields, unlike grav cells), and J drives (which use gravitics to rip a hole in N space to allow access to J space).
However, the efficiency of the McGuffin Effect falls at any significant relativistic speed. Thus, a 6G ship will accelerate for after about a week to 0.1c, but would take five years to reach 0.5c. This and a few other logically consistent (given the handwavium of the McGuffin Effect) rules stop relativistic planet killers
Jumping at above 0.05c is simply impossible (well, maybe we will find out what happens to those who tried one day… ).
Jumping at above 0.0025c has a navigational error two orders of magnitude higher than normal - say about a moon orbit.
Ships Jumping at above 0.002c will precipitate out of Jump at around 1,000D.
The screening from particle damage that the M drive supplies also becomes largely ineffective at above 0.002c, meaning that most in-system travel outside of 100D (see below) takes place below this speed even if the distance covered would allow a higher velocity before turn-around.
Basically, I hold that any major system (A, B and C Starports) has a defined inward vector for ships Jumping in. They may Jump in at a velocity equal to the maximum velocity at which a ship can attain a safe orbit after decelerating from 100D at 1G. This would be c. 150 km/s or 0.0005c for an Earth-sized planet. Nothing is allowed to exceed this velocity within 100D, or 'controlled planetary space'.
Ships leaving planet A do so on a vector that after arrival in system B will leave them on the stipulated approach vector and velocity for planet B.
It means that Customs vessels can easily intercept inward-Jumping traffic for inspections, and that ships are travelling out to Jump and in from Jump for c. 9 hours instead of 12 hours 45 minutes when compared to 'Jump at near zero velocity'. It also means that anyone 'breaking the speed limit' or Jumping in-system on a different vector is automatically going to attract attention and, if a weapon of terror aimed at a planet, deal with by planetary defences. And if inbound ships arrive in a calculable volume of space relative to the planet's orbit and position to allow for Customs intercepts, other vessels can Intercept them too…
Given the limits on velocity entering Jump, greater navigational error and exiting Jump at 1,000D means a ship arriving at 0.05c that is somehow on a collision vector with a planet will be over eight hours out, and will be assumed hostile and treated accordingly.
Less advanced systems may have uncontrolled planetary space, and be less able to defend against weapons of terror aimed at a planet arriving at less than 0.002c, but still have at least a half-hour to take action. And obviously at these velocities it's only 1.000002 as energetic as at rest, so no biggie.