I don't know about previous editions, but the current one might be deliberately vague, so interpretation becomes somewhat necessary.
The previous editions might have such things implied, in this particular instance, in that no one switches off the power plant.
This gets interesting in the context of a ship design I did a while back that caught a bit of flak from some quarters: LBB2 '81, Jump-6/1G in 400Td at TL 13 using Size M drives (MD-B). Power plant fuel was the issue, mostly due to the inconsistent but high (for small ships) LBB2 fuel requirements.
I realize MgT is a different rule set, but this strongly implies that while you need a Pn-6 power plant to do a Jump-6, you only need it to run
at Pn-6 for the 40 minutes (2 HG combat turns) immediately prior to Jump. It takes 5 HG turns to power up (per JTAS #14) from Pn-1 to -6, stays at Pn-6 for an additional turn, then spends the same amount of time winding back down. During this 200-minute period (3 hrs 20 min), it's operating at an average Pn of 4. For the remainder of the week in Jump, it's operating at Pn-1. And in this ship, it's running at Pn-1 the rest of the time as well, since it only has a 1G maneuver drive. Ok, it might need to spike to Pn-3 in combat to run the maneuver drive
and the computer's full ECM capability and maybe a couple of lasers -- Mod/6 takes 5EP. Still, that's only several hours at the most during a two-week Jump cycle.
When does it burn the rest of the power plant allocation? CT High Guard tells us that maneuver fuel use is "inconsequential".
But this does give us the MgT XBoat (jumps on battery power but somehow uses its Jump fuel allocation). And that gets interesting if you minimize the post-Jump role of computers -- that is, posit that everything about a Jump is determined beforehand, and once a ship enters Jump Space it's simply coasting to the destination. Do you need a powerplant of Pn=Jn if the batteries for the Jump Drive are charged from an external source, or will one that just covers life support suffice? Does the computer that calculates the course and controls the Jump Drive need to be on the ship? Can you use a tender-ship to provide the fuel in lieu of drop tanks?
The extreme case of this is a Jump-6 ship with just a Jump-6 drive and a token power plant and fuel. No bridge, no crew -- maybe a Mod/1 computer. It's not autonomous and doesn't need to be. It's basically the jump equivalent of a recoilless rifle round fired from a gun with a really good targeting system. (The analogy isn't to a ballistic rocket since those carry their own fuel rather than expending it immediately when fired.)
Ignore the 100Td minimum for Jump and Jump Torpedoes are back...