A jump governor is a property of a jump drive, not the power source.
A Collector is a power source for a jump drive.
You need both a jump drive and a power source (and potentially fuel) to make a jump.
This comes from my (non-canon, or at least based in the '77 rules) concept of Jump Drives: The jump drive burns the jump fuel itself, and the power plant only provides the energy needed to stabilize the jump capacitors' charge rate. This is analogous to the peaker plants (wikipedia link) in a regional power grid compensating for fluctuations in wind/solar energy capacity.*
If the Jump Drive burns the fuel, it does so in its own power plant. And a Jump Governor controls how it does that. But when driven by a Collector, it's not burning anything! Instead, the Collector blasts the Magic Fusion Soup it's spent a week gathering up, through the Jump Drive's "combustion chamber". Thus, it's the Collector that controls how its energy gets used, not the Jump Drive. For Early or Prototype Collectors, that control is to divert part of the torrent of Magic Fusion Soup overboard instead of into the Jump Drive. Standard and better Collectors can stop the flow and keep the unused Magic Fusion Soup in the bottle for later use. Both methods are precise enough that it's not necessary to have an external power plant.
It makes sense to me, given how I think Jump Drives work. It's not canon, but the canon explanation seems implausible.
*The idea here is that the fast-burn-reactor in the Jump Drive is not only inefficient, but also unpredictable. Jump takes full capacitors (18EP*Jn*100Td) but the necessary power plant contribution is only 2EP*Jn*100Td. I'm positing that the other 16EP*Jn*100Td come from the Jump Drive's reactor. In theory, the Jump Drive could be sized to produce the entire 18EP*Jn*100Td -- and in LBB2 '77, it was.
The reason they aren't (and this is just my explanation for power plants of Pn=Jn being needed from HG '77 onward) is that the Jump Drive reactor output varies unpredictably by up to +/-6.25% between runs (the range between 16EP and 18EP per Jn per 100Td). If the Jump Drive was designed to provide 100% of the power needed, it would soon either overcharge the capacitors or fail to provide enough power to Jump. A standard ship's power plant can rapidly change its output from zero to full power and compensate for the Jump Drive's output variations.
The current canon explanation is that all fuel (baseline AND jump fuel) is burned by the powerplant, which is briefly run at an amazingly high power output during Jump initiation. I dislike that because it gives power plants potentially game-breaking capabilities. I think it's better to lock the massive power output for Jump to the Jump Drive than to mix it with the rest of a ship's power supply and consumption.
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