This is in a direction I like, but it reminds me of an issue that irks me a little bit: jump ranges and technology levels. If you only need more energy to get longer jumps, then these aren't really different technology - it's just power and efficiencies.Here's a link of sorts http://forum.rpg.net/archive/index.php/t-313683.html
I always rationalised it that you kind of launched yourself into Jumpspace and then sort of fell back out in to real space. Just like the way a shell from a gun follows a parabola, with gravity pulling it back to earth, a ship in jumpspace launches itself in a 5 dimensional course and 'falls back to realspace'. This means that J2 takes just as long as J1 because even though it's twice as far, you have to launch off with twice (or some other function) as much energy to get there. Accordingly, you can't do a J1 twice as fast as a J2 jump because if you launch with J2 energy you'll just go deeper into jumpspace than you need to, and will in fact take longer.
Wow. I almost convinced myself
Also, I rationalised that each increased in jump distance gave diminishing returns. By the time you get to J6 you're up against some absolute limit, beyond which you'd rapidly approach infinite launch energy to go further.
It would be easier for me to buy that jump levels were logarithmic or exponential than simply additive: +3.26 light years/max per TL.
But if powering up shorter Jump distances was faster than longer jumps, I think that would lead to short fast jumps out of danger, and then longer ones to where you really want to go. And presumably, a jump to the edge of a solar system would be the fastest 'bugout' option, and you're not too far out for a rescue if you're low on fuel, etc.
100 AU jump to other side of solar system = 13 light hours, Jump 0.0005.