Re Jump Occlusion
It can be used to "accidentally" pop a ship back to source.
It can be used to intentionally prevent the losing battleship from escaping; moreover, the locals can have 2-3 days in port to repair, while the failed attempt to flee can only do those repairs that don't require EVA.
It can be used to interdict a wanted ship - a 2500Td ship can interdict out to ±2km, but only smaller craft; 2400 Td and under.
And most systems can afford to keep an orbital 2500Td ship. It's going to be a LOT tighter, and not nearly so automatic, but I'd expect 20KTd (±4.6km) destroyer in any system with over 1M people.
Note that even if one restricts jumpline occlusion to at the moment of jump, ship an still block without having to be in direct reach of the ship.
Oh, and jumplines are extremely narrow windows... To hit the Solar System, you're aiming for 60AU wide... a light-year is about 63241 AU long. You're thus aiming for a 1:10,000 cone at 1 LY. 1:32,600 at 1 Pc. 1:65,200.
It's actually not that hard to block exit if you know where they are aiming, and have the same or higher rated drives.