Heh, yeah, well, I guess you can tell it's been quite some time since I cracked open these books, or looked at those particular passages.
Yeah, I think I remember Dave saying the fuel thing was Frank's idea, but I stand by my assertion that they should not have messed with the fuel system for maneuver drives, as it becomes very important to watch your fuel for even somewhat trivial activities. IIRC it looked like in the books they were intending heat to do that job, because they were initially having you allocate hull surface to radiators, but then in a revision they decided radiators would be too onerous or something, so they dropped it.
Heat would potentially have been a good way to do what Frank wanted without the constant danger of overshooting caused by limited fuel. You would think that it would just be a matter of deciding how many heat points a ship generated, how many it could store in a heat sink, how many it could radiate, and how many it would pick up from proximity to a star. Four factors. Of course, having looked into it myself, I know that boiling it down to that point isn't quite so simple as it ought to be, but if a reasonable gun-design system can be made, something like this ought to be a piece of cake for people smarter than me.
It adds significant strategic depth and gives you a plausible reason for all that "jump fuel". What it doesn't do is require refilling; you will rarely vent your coolant; all you need to do is deploy your radiator, or maybe make a coolant exchange at a space station. Ship endurance winds up being similar to that caused by HEPLAR drives - 20-100 turns before you have to run the reactor back down and deploy your radiator. Gas Giant refuelling becomes unnecessary, and reactor fuel needs are minimal.