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As it turns out, there is really a lot of energy in antimatter. As in a few grams and we could fly to Mars.
The catch is it takes like a ton (not sure fif they meant metric) of magnets for each gram. Oh, and it would bankrupt the United States to make that much. Under present technology anyway.
If you want to use jump fuel as a coolant, perhaps it should pull double duty as fuel plus coolant: it somehow magically cools the engine as it's being used. Or as you say, 4 parts to 1 part, or some other ratio.
The canonical number changes based on what rules you're looking at. Or, rather, it's defined in one edition (or is that a DGP book?) but perhaps that definition doesn't carry into other editions of the rules.
That goes for pre-jump/jump maintenance percentage, too: one edition of the rules may define it, but that definition may not carry over to other editions... especially if it's apocryphal (DGP or GURPS).