An individual Xboat of need operates on no less than an 8 day schedule. as it's ±17 hours from an ideal 7 day window.
So up to 8 days for jump.
I'm going to quibble with a few details here, in an attempt to hone in on a more sustainable baseline assumption of the individual XBoat dispatch tempo.
The first question I've got is ... how is the 150-175 hour duration of a single jump determined?
LBB5.80, p17 provides NO GUIDANCE on how to "roll" for a result correctly.
Given that (classic) Traveller is a D6 ONLY game, the only way (that I can think of, well after the fact

) for how to determine how long an individual jump takes would be ...
5D6+145 ... and that tells you how many hours a starship will spend in jump (roll for each jump separately).
Well, if that's the case ...
Rolling 5D6: The Bell Curve Sharpens
When rolling five six-sided dice, the possible outcomes range from 5 (rolling five 1s) to 30 (rolling five 6s). As the number of dice increases, the probability distribution becomes more concentrated around the center.
Number of Possible Outcomes: There are 7,776 possible combinations when rolling 5D6 (6 × 6 × 6 × 6 × 6).
Probability of Each Sum: The probabilities for 5D6 are:
- 5 or 30: 1/7,776 (0.01%)
- 6 or 29: 5/7,776 (0.06%)
- 7 or 28: 15/7,776 (0.19%)
- 8 or 27: 35/7,776 (0.45%)
- 9 or 26: 70/7,776 (0.90%)
- 10 or 25: 126/7,776 (1.62%)
- 11 or 24: 210/7,776 (2.70%)
- 12 or 23: 330/7,776 (4.24%)
- 13 or 22: 495/7,776 (6.36%)
- 14 or 21: 712/7,776 (9.15%)
- 15 or 20: 980/7,776 (12.60%)
- 16 or 19: 1,287/7,776 (16.55%)
- 17 or 18: 1,600/7,776 (20.57%)
The most probable outcomes are again centered, with sums of 17 and 18 being the most likely.
With such a distribution curve of probable jump durations, 17+145=162 or 18+145=163 hours comprises 40.14% of the outcomes, which is decent (although not "perfectly reliable"). My point being that the outlier times (150-155 hours and 170-175 hours) wind up being RARE, even though they're still possible. That means that "regularly scheduled departures" need to account for this amount of variance, but will rarely need to deal with it as a matter of routine operations (see: outlier cases).
The second factor is that I'm (now) honestly of the opinion that XBoats really SHOULD go through a 16 hour routine maintenance check after every jump by a skilled engineer (who is not a part of the XBoat crew). That basically means that they need "servicing" by an Express Tender after every jump.
That means, that in a worst case scenario ... a 175 hour duration jump plus whatever the maneuver time is for recovery+hangar docking plus 16 hours (which in actual operations might routinely turn into something closer to 20 hours) plus maneuver time to deploy for dispatch ... could mean something on the order of 195+ hours per jump cycle of an XBoat (not including maneuvering to/fro times).
195/24=8.125 days
In order to account for any "slop factor" tolerance in individual circumstances and the need to rotate XBoats in and out of service (along with any other operational frictions) it's probably better to assume an operational window of 9 days=216 hours between jump dispatches for individual XBoats. That slightly slower tempo of operations builds in sufficient "margin" to keep the network running smoothly, because there will need to be reserves in play to streamline the logistics of actual dispatch operations.