Your rule: "Essentially you may arrive at any point along a halfcircle with a radius of the jump limit."
Has no actual rule to back it up. Why a half circle? Why or, why not a hemisphere? Or, a sphere for that matter?
Say the destination world moves 200 planetary diameters in 30 hours.
You aim for the spot where it will be in 168 hours and jump.
a) If you arrive more than 15 hours early, you will arrive at the exact spot you were aiming for (within the accuracy mentioned in the jumpspace article) before the world got there. Assuming that time variation is distributed along a bell curve, this happens very rarely and may be ignored for gaming purposes.
b) If you arrive exactly 15 hours early, you arrive at the spot you aimed for just as the jump limit reaches that space, i.e. at the jump limit.
c) If you arrive at any time between 15 hours early and 15 hours late, you will be precipitated out at the jump limit instead of at the point you were aiming for, i.e. somewhere along a half circle at the jump limit.
d) If you arrive exactly 15 hours late, you arrive at the spot you aimed for just as the jump limit clears it, i.e. still at the jump limit.
e) If you arrive more than 15 hours late, you arrive at the spot you aimed for after the world has passed it. See possibility a).
Worlds in orbits that make them move a lot faster has a smaller window, of course, but even if your chance to "hit" the jump limit is only if you arrive at, say, +/- 10 hours, a bell curve distribution will make the chance of that low enough to be ignored. It's not as if the rules don't ignore plenty of other complications.
Hans