Unless it takes more than 100% of a ship's mass to go 7 ly, it's already chaged the universe.
I think you may be right, but it's not got to hit that much, as there's a rough minimum of 4% of hull simply to function (1%PP, 2% Controls, 1% crew space)
Lets see... 1LY/hr... it's 51x faster, but load and berth times aren't changed, so it's 7 days for a 1Pc run, instead of 14, on standard downtime routines. it needs only to take about 25 to 30% of hull in fuel per parsec to be economically less useful than jump for durables on ship...
Continuing with that 1LY/Hr drive... and assuming 33% of hull per Pc...
A MGT design 400Td should be using about 2.5% JD, 1.5% PP, 0.5% M1, 20% FJ, 1% FP, and 1% controls and crew. So, at 33% per Pc, it's able to get 2Pc and a little payload, and outpace J2, but it's likely to be less effective for Surface-to-surface.
It will then probably be used for LASH. System craft load on fixed route haulers, waiting to dive in, and we can get the number of sorties with that 33%/Pc fuel to roughly 4 per day, or 112x as many... 112x the trips, meaning the non-distance costs (which are about 75% of typical ops) are 1/112... call it reduced to 1% of base, but the fuel cost is about 1.7x, or about 42% of base... and the income reduce to 50-13=70%
33% is about half what we need.
Push it up to 70% fuel per Pc, you still get a useful cargo, but it's less cost effective than Jump for any non-information based ops. That's enough to keep it to 1Pc runs, still have a payload, and still have jump be price comparable.
You get a warp infonet, and jump shipping, warp warships and pirates.
Fundamentally, any additional drive has effects. Easily nerfed isn't the same as making no changes.