But consider this; no arms, human space has no bottlenecks, no need to worry about he Bayern mission, you just use the extended range drives, no need to worry about assaulting Kafer space since you can easily find an alternative route into their space.
While I agree in the arms and bottlenecks situation, I reach a different concluison about its effect in the Kafer war (assuming it is kept as in Classic 2300AD, as in MgT2300AD it has not yet happened and I'm not sure if it will): Kafers would have won the war (or at least made quite a lot more of damage).
I'll explain myself: with the kafers having advance information about Human colonies (taken from the Arcturus base), and with any extended stutterwarp that humans can have probably also theirs (as already discussed), not being subjected to the bottlenecks would have made their drive for Terra quicker as it would have allowed them to bypass Human resistence (as they did in Eta Bootis).
OTOH, with humans fully blind about Kafer space, they could not have taken any advantage on it offensively (while they could defensively).
(like the other ships -- including the X-2296 fighter!*)
* with a Stutterarp Efficiency of 2.84, though, it would take less than three days to go maximum range. I'm guessing this was a nod to the Star Wars fighters with hyperdrives.
ITTR other fighters are also given range, and it's always 7.7 ly. I understand it as a theoretical limit, while the practical one being endurance (fuel) and life support dependent.
In the specific case of the X-2296, with 20 hours endurance, its range would be 2.36 ly before runing out of fuel, and that's not enough to reach anywhere from Kie Yuma (Xi Ursae Majoris), where
Invasion Sourcebook tells us there are a squdron of them (closer destination, accoridng the map, is Joi, 61 Ursae Majoris), 2.8 ly away. And you must count the time taken in STL speed before reachinmg the 0.0001G treshold.
You are going to lose 10-60% of your shipping that attempts it.
I was thinking of it mostly being used by warships, survey vessels and perhaps desperate pirates. For corporate merchants, it's just a matter of profit (If you lose half your ships but you profits from it cover 300% of your losses -- the corporation will order it done).
Worth noting that I had missed the "acceptable breakdown rate" of the ISV-5 (although the game mechanics for this are not given). Given a crew of only six, one in 100 blowing up might be "acceptable" ...
Classic 2300AD specified the task is done before the travel, and it's not uncertain. So, I guess the results are known before the coils become overloaded (as the engineer sees if his attempt to evenly distribute the energy among the coils is being successful), and probably allowing the ship to abourt and return (if it is noticed before the no return point at 3.85 ly).
In MgT2300AD it is specified it is rolled before the trip, but not known until you pass the 7.7 ly threshold, so being lost if it was failed.
In both cases I feel quite odd that the oveloading capacity is for a time, not for a distance, allowing faster ships to overload them more than slower ones, as the charging of the coils is clearly distance (not time) related, with usual limit set at 7.7 ly, regardless if it takes you 2 days or 15 to reach it.
This way, a ship with Warp Efficiency 0.5 would be allowed to overpower the coils by 6.5%, while a ship with a Warp Efficiency 4 will be alowed to overload them by 52%.