The reason I brought this thread into being was to find a way to keep the game from devolving into "Manuever to 100 diameter limit, jump. Exit 100 diameters away, land. Repeat as necessary."
That's all fine and good if you want to go in to that detail.
But, arguably, as a game play mechanic, it's not really that interesting.
Let's consider the basic premise that Jump takes 7 days, 168 hours +/- 10%. +/- 10% is a spread of over 33 hours, and the spread is random.
It seems that this discrepancy is part and parcel to the nature of jump space. There are some "tuning" capabilities to make the arrival POINT more or less accurate, but the arrival time -- that's just dumb luck.
Now, consider one of the original tenets of the game -- communication is speed of travel, similar to the Age of Sail.
Well, during the Age of Sail, the timing of a journey could only be estimated, as it relied solely on the force of the winds to the destination, and the winds varied. So while "usually" a trip took X days, no doubt there was an unsaid "give or take a several days or hours".
Trains can keep a schedule. Stage coaches can keep a schedule. Buses can keep a schedule. But large sailing vessels on the open sea? Not so much, not with any precision.
So, right away there is uncertainty in the trip planning that is used to set expectations (and it's all about expectations).
I've discussed in detail elsewhere what I feel are the mechanics of Jump, of preserved ship vectors, of compensating for planetary position and time and the idea of an "optimal" jump. Leveraging the travel to 100D to set up the exit vector, etc. etc.
But in the end, while there are all of these aspects of the Jump, in the end, they're not remarkable. They're routine.
Here in Orange County, we get strong, warm winds from inland toward the sea. Our airport is essentially perpendicular to the coast, and like most coastal airports, the planes take off over the sea, leveraging the on shore air flow, and of course the safety of a vast ocean in case of problems. But on the windy days, the plane take off inland, the winds are strong enough to warrant turning air traffic completely around.
When that happens, everything compensates. The flight routes, the controllers, the pilots in flight pushing a little to try and make the schedule (since they typically have to fly a little bit farther to get in to the pattern, the pilots will speed up a during the flight to make up the time).
But, this is routine for the airport, the airlines, traffic control, and the pilots. They do this all the time. Most passengers are completely unaware of it. They get on the plane, get their drinks, read their handhelds, land, and get off. For the passengers, this has essentially zero affect to their travel experience save getting a different view of the airport -- whee.
Similarly with the "Optimal jump vectors", etc. Now, obviously there can be gross impacts. It can be demonstrated, perhaps, that for 1/2 the year, the systems main star is "in the way" when traveling to another specific system because the planet is on the wrong half of the orbit. And during this part of the season, travel takes an extra couple of days as the ship accelerate to get out from behind the star. Obviously this can be an adventure hook similarly to how a "bridge is out" can be.
But, at that level, it can be hand waved in or out without having to deal with the actual detail or the mechanics, or even the timing. Making the event more a dramatic element than a technical one.
So, again, you can go in to all that detail of getting the ship pointed in the right direction to save a couple hours off of the trip, but, in the end, it's potential to have any real impact I feel is low given the imprecision intrinsic in the jump process anyway.