Though it never was stated outright, a trip with sequential wilderness refueling at gas giants (origin, gas giant, jump, gas giant, destination) would easily exceed 48 hours total acceleration in the gas-giant/jump/gas giant portion. It's "enough" because the rules say it is, not because the fuel burn rate works out that way.
The trick with that pattern of maneuver is that you need to STOP ACCELERATING and just coast on inertia during transits. Basically you power down the maneuver drive and simply
take longer to get to your destination.
Why hello Jet Propulsion Laboratory! Fancy meeting you here ...
Unfortunately, pausing acceleration before reaching the midpoint turnaround and delaying deceleration into rendezvous after the turnaround at the midpoint of the journey just makes the math for transits
even more complicated and therefore annoying to have to deal with. Besides, under most circumstances, time a ship spends on maneuver drive is time that the operator(s) are not generating revenue for(!).
If time is money (and in transport services it most definitely IS!) then time spent maneuvering around is "time wasted" ... and because time is money that computes to being "money wasted" on the accounts ledger.
There are ways to
finesse this point, but doing so increases the workload for both the Referee and the Players.
Is it better laziness through efficiency, or is it better efficiency through laziness? I can never remember.
Point being that
"annoying math problems are annoying" and both Players AND Referees are ... motivated, shall we say ... to minimize the annoyance of needing to compute annoying bookkeeping questions, such as "How how much time and fuel needs to be expended to maneuver transit from HERE to THERE?" ... so that they can get on with the "fun stuff" of adventuring (and so on).
And thus, handwavium becomes the Solution Of Choice™ for sidestepping these kinds of logistical annoyances.
For anyone who has participated in a merchant starship campaign setting, riddle me this.
When during the course of that campaign play did the maneuver drive performance "become important" ...?
If the answer to the question comes back "only when we were attacked" then you'll begin to grasp the scope of the problem. When maneuver drive capacity becomes your
DUMP STAT because "it doesn't really matter 99.99% of the time" then your campaign setting is obviously not doing enough maneuvering around in normal space (because the jump drive is all that matters, duh!
).