2) the star's gravity well would also prevent too close an approach, right?
3) the Sun is 870,000 miles in diameter: 87,000,000 miles to safe jump
4) planet Earth is 94,000,000 so no problem.
5) trying to jump to Venus would result in either dropping out at the Sun's limit or possible misjump trying to get to Venus' limit.
Is that so?
That is correct. It's called jump masking. Certain areas of a system are masked by the star's gravity limit.
In Traveller, though, it's mostly ignored because its so hard to calculate (you don't always have the star's diameter and the distances of the world from the star at hand during a game).
It's a concept that's been around since the early CT days. I understand some of the GURPS Traveller books addressed this issue a bit.
Today, though, all you need to do is get a copy of the excellent Heaven & Earth program. Click here:
http://www.downport.com/wbd/HEAVEN_&_EARTH.htm
Now, before you game, simply run the program on the system you are using. You can enter UWPs if you're using a world of your own creation, but the program also has several canonical sectors.
Have the program generate the entire system (takes a few seconds), and then, boom, you have all the info you need. Local gravity. Local temperature. Distance from the star.
The program will even map out the system for you, and you can eyeball the star's masked area.
Simply do this for every world your players are likely to visit (takes no time at all), and keep your print outs in your GM's notebook. You'll have anything you need to know about a system your players are visiting in a pinch.
I typically print out the entire subsector when I'm running a Traveller game. That way, I'll I have to do is flip to the correct page if my players go off on some unbeaten path I haven't prepared.