When I considered a rift cruiser design, optimum was three and three at technological level twelve.
Or, three and three and three.
J3 @ TL=12 using LBB5.80 drives.
But yes, you're quite correct that a J3+3(+3) range allows you to do a LOT of ... Traveller(ing) ... before needing to refuel, which can make or break opportunities in locations such as the
Riftspan Reaches,
Verge and
Reft sectors inside the
Great Rift.
One curious emergent behavior from a J3+3(+3) range via drop tanks is something of an economic curiosity.
Under ORDINARY single jump "free trader" business cycle operations, you're doing a 1 week jump/1 week business tempo ... which amounts to 2 tickets per month (1 per 2, basically).
If you're double jumping, you're doing a 2 weeks jump/1 week business tempo ... which amounts to 2 tickets per 3 weeks (2 per 3, basically).
If you're triple jumping, you're doing a 3 weeks jump/1 week business tempo ... which amounts to 3 tickets per 4 weeks (3 per 4, basically).
The point being, by "jumping more" you're earning more ticket revenue per unit of time (1/2, 2/3, 3/4 = 6/12, 8/12, 9/12) while visiting fewer destinations (6 per 3 months, 4 per 3 months, 3 per 3 months). Depending on the "revenue tonnage" mix and how much cargo space an operator wants to reserve for speculation, you can wind up with some pretty radically different business model use cases as a result. The trick there is that passengers tend to be more "revenue dense" per ton of starship than cargo does in terms of ticket revenues, so if designed properly it might become possible for a multi-jump passenger liner starship class to carve out a niche role for itself double (or triple!) jumping past "jump over space" to reach distant destinations and still turn a profit just on ticket sales alone, with speculation in cargoes as a sideline.