I would imagine that one of the jobs of the navigator is to try and calculate an exit point from J-space and a vector that would line the ship up for its arrival point. However, since there's some variation to exactly when and where the ship emerges there would need to be some course corrections.
Only *really* time sensitive jumps need to do that, and the variability of jump transit time makes it all a craps shoot anyway. The reality is that even the slowest of starships is capable of 1G continuous maneuver, which is immense by the time you are within 100 diameters of a mainworld. 800,000 miles falls pretty quickly even from a standing emergence, so those last 8000 miles (or 12,000 since you have to go around) are trivial. The stellar jump horizon is also frequently a factor, so popping out above the daylight side of a habitable world is not easy,
So since the navigator has to pay attention to their arrival vector they might as well choose one that is fairly efficient. Now, yes, they aren't actually going to be trying to hit a point that requires them to drop out at exactly 100D from the planet after 168 hours of jump with a velocity that bleeds exactly to 0 as they touch down. They will put in safety margins and may have other considerations such as making sure the exit point is outside of 100D of a star or gas giant if the arrival point is within one of those wells, but the idea remains; a navigator should be targeting an exit point and vector for their jump that gets the ship to its destination in a fairly efficient manner.
It's worth noting that, if the drag is managed correctly, and entry speed is relatively slow, one does NOT need heat shielding other than the (minimal) needed to reduce blackbody losses.
See also Space Ship 1's flights, and SpaceX and ULA reusable booster programs...all of which cross the space barrier, and return without a reentry heat shield. (SS1 on a high drag configuration, SpaceX and ULA both using thrust to prevent excessive friction heating.)
The idea that emergence velocity is preserved or predictable through jump has generated a great deal of discussion over the years and editions, so the assumption that you can do these things is frequently campaign specific. For others, the assumption has no relevance.
Also, you can aim into a jump horizon and initiate (riskier) jump from within one, but you *always* emerge at the edge (assuming you hit it at all). Jump shadows are a thing, so if the target world is behind its sun's 100 diameter limit relative to your jump initiation point, you will be stopped at the sun's jump horizon and need to use M-Drive from there.
However, yes, you are correct that there is debate as to whether velocity is preserved and how predictable the jump variances are, which makes that a bit campaign specific.
Always thought this was canon. It's explicit in JTAS #24 that the vector is maintained. Whatever vector you entered jump space with, you exit it with, and that vector is universal, not relative to the arriving system.
Simply that means that whatever vector differential there is between the two systems (notably their vector orbiting the galaxy) is added to your vector when you arrive (since you entry vector is very likely relative to the entering system).
It also helps when the vessel never gets anywhere near orbital velocity - which is the case in all your examples (as well as the X-15). They all reached less than 20% of orbital velocity.
Therefore, unless you can use M-drive to drop your speed from orbital to M4 or less those examples are useless in describing a Traveller re-entry.
If you can do so, then those examples are valid.
What about the galactic vector?Always thought this was canon. It's explicit in JTAS #24 that the vector is maintained. Whatever vector you entered jump space with, you exit it with, and that vector is universal, not relative to the arriving system.
Simply that means that whatever vector differential there is between the two systems (notably their vector orbiting the galaxy) is added to your vector when you arrive (since you entry vector is very likely relative to the entering system).
You can in TNE too...
What about the galactic vector?
Once you start trying to pin jump drives down to a frame of reference you find several concepts do not work as described.
For example, jump is accurate to within 1000km across parsecs.
Wrong - if the temporal uncertainty is in game rather than meta game then you can arrive at where you want to be but not when - your actual target could be +/- a few hours and therefore several thousands of km distant from where you intended.
No, you usually can in TNE. The need for reaction mass makes aerodynamic re-entry far more important in TNE. But then, TNE also has the ship suffering only 2% of local G's, thanks to contragrav, so that can be surprisingly effective.
In CT, MT, T20, T5, GT, MGT and HT, almost all spacecraft have gravitic thrust, so as long as the PP is running, they can do so.
In TNE, by contrast, it's often quite common for ships (Ok, at least for PC ships) to be out of fuel by reentry, so descent can be controlled/impelled by turning off the contragrav for a short, gaining a few m/s downward, then putting it back on as you hit the desired speed, so that your slow descent is balanced at a desired speed. And in TNE, descents can be hours long, if you don't have enough fuel for the powered stop at the end.
T4 includes both modes... gravitic thrust and contragrav, so ships with both can descend at any speed they can brake from...