Run the numbers. Above J1, the only way to make a profit at Cr1k/Td per jump (on the canon 1 jump/2 weeks cadence) is to do it in a ship with Size Z Drives (at least in LBB2'81). Anything else above J1 costs more than Cr1k/jump to run.
Overly broad assertion.
Evidence REQUIRED.
If you want to keep the 1000 per jump, then a J2 ship should get a bonus to getting freight if the destination world is two+ parsecs away.
That would be a "patron bonus tip" for the shipment, rather than a "standard operating procedure" expectation that ought to be true in all circumstances and contexts.
And if it's going for Cr1k/Td per J1 jump, it's going for Cr1k per parsec, unless someone with a J2 ship wants to try undercutting the market rate, because 1J2 is a little cheaper than 2J1.
That's exactly what happens. If another ship can get the freight there faster for less cost, then that specific shipment of freight is
not going to be solicited to you for delivery. A competitor will get it, so you don't.
From the perspective of the starship operator, the "offer" to buy a ticket for that specific load just doesn't come to YOU ... it goes to someone else. You lose a ticket sale, someone else gets that ticket sale. It's not a case of "only MY starship moves freight" in the Traveller universe(s).
As for making the economics of the situation "work FOR you" @ J2+ ... that's a starship design and a business model problem. It's not something that the customers have to "solve" for the starship operators.
The market for transport services, in effect, dictates what kinds of starship designs are economical to service that demand as individual operators. Furthermore, the arrangement of stars (and trade codes for mainworlds) on the map becomes critically important. LBB2 passenger, freight and speculative goods rules merely concern themselves with the "slice of the pie" relevant to YOUR starship, rather than trying to model EVERYTHING and then determine how thin your slice of that overall pie is going to be.
J1 Free Traders are "more economical" to construct, own and operate than J2 Far Traders (just look at the sticker prices if you don't believe me). However, in a true case of "you get what you pay for" ... those J1 Free Traders are heavily dependent upon the outsourcing of security (system defense, refined fuel, etc.) in order to make ends meet. However, the J2 Far Traders "have more range to work with" which then affords them greater opportunities in the speculative goods arbitrage market than is available to the J1 Free Traders.
Remember, ticket revenues (passenger and freight) are simply there to provide supplemental income between windfall profits earned on speculative goods arbitrage wins. Merchant starships that rely EXCLUSIVELY on ticket sales to pay for their operating expenses (such as Free Traders and Fat Traders) depend on
ticket sales in volume to make their profits. Far Traders start getting into the "wheeling and dealing" business of moving speculative goods for arbitrage, which can easily exceed the Cr1000 per ton per jump ticket revenue yield for freight. Far Traders can also enter world markets that are otherwise "unavailable" to Free Traders and Fat Traders (because, off main, need 2+ parsec range to reach).
Which is a long winded way of saying that as jump numbers go up, reliance on ticket sales to generate revenues in order to break even goes down. That's why starships with higher jump numbers become increasingly reliant on speculative goods arbitrage in order to "pay their bills" rather than relying on ticket sales as their primary source of income.