The "original draft version" means nothing. Where in T5 do you find anything to support this? Please cite specifically. As I read T5 you can interfere with the initial jump at the time of jump. Also, you can precipitate a ship out of jump 100 diameters IN FRONT OF the occluding mass. That certainly doesn't mean "it never left".
Actually it does - it shows Marc's mind. In the draft of the Jump chapter, it was explicit that anything on the jumpline at all pulled you out.
Now, it's only bigger ships.
Also missing from the final (Thankfully) is the destruction of smaller objects within 100 diameters of the departing ship... Which made the departure by jump a great defense against boarding pods... or pirates.
From Release PDF....
Blockage and occlusion - p. 367
P. 368, RC, makes it clear that the jumpline can't go through anything or it's 100 diameter sphere.
P. 372, RC, makes it clear the exit is at 100 diameters of the 1st object which interfered with the jump course. The only way this makes sense is with the explicit wave collapse model, mentioned on...
p. 373, RC: the presence of a larger object in the departing ship's own jump field at initiation causes drive damage and failure to jump.
p. 374, RC: "The effect is similar to the wave function collapse in quantum mechanics." Which, if one is conversant at all with wave function collapse, means that until the function collapses, the particle has no discrete location at all, but could be anywhere the wave can propagate when it collapses, and until it collapses "is everywhere it could be." (Michio Kaku)
Logical extrapolation is that, if the jumpline is blocked at source, you pop out at source or displaced 100 diameters from the block. Since the time does not change for a jump shortened by a blocked jumpline, and it's a wave function collapse like occurrence, until exit, you exist at all points on the jumpline, until the 168±17 hour exit.
Note that the implications of the blocked jumpline text render inaccurate that nothing can detect a ship in jump and that nothing can affect a ship in jump; popping one out is a form of detection.
Problems even with the whole jumpline issue as released
I don't think Marc really has thought it through fully, tho...
The one throwaway to checking only at initiation (Which I can't even find now) means that the exit point could be inside a body.
Checking only at exit means you can be forced out willfully- for some, this is a benefit, but it means piracy will not be the smash-n-jump versions; any survivor, and the local monitor or cruiser pulls you back out. It also means that planets in your way at entry won't be there at exit, but others could.
Checking at both start and end time is the worst of both - plus it's logically inconsistent, to boot. Plus renders hop and skip much less useful.
Checking whole duration of course makes the most logical sense, but is still suboptimal. It makes pulling ships out easier, but it also means frequent jump courses require positive traffic control. Otherwise, an arriving capital ship pulls up to a week's traffic back out, fuel used, and having gone nowhere.