MT, TNE, and I thought T4 had no mention at all of "jump masking", so imagine my surprise when seeing it in GT:FT! I don't recall seeing anything about it in (what few) CT materials I have either.
I've made a couple analyses in the past about jump drive, based on what I've read, and the initial impressions I got from it from MT (my first Traveller). I won't post those humongous things, but a little of what I recall:
Jumps take a week. This allows merchants to jump to another system, land, swap around their goods/cargoes, and jump out on a 2-week schedule.
Jump can be entered at ANY point, but the closer you are to gravity well, the greater your chances of misjump.
Jump corresponds to 36 dimensions, all of which take 1 week to transit through. Even the lowliest jump drive is capable of accessing J36, leading one to wonder if he should explore the possibilities of a "misjump" drive. Jump close to gravity wells, use lowsy fuel, don't compute your course fully... maybe you'll go really far!
No one can reach you while in jump space. Unless there are some critters living there, an idea put forth in some book (SOM, maybe?)
Jumps require a lot of fuel. SOM (Starship Operator's Manual) says most of that fuel is ballast, released during jump to maintain the jump bubble. It carries that, to use less fuel on a shorter jump, lower J-levels are less energetic, which also explains why it's harder to get to higher ones. Higher techs shouldn't require all that much less fuel for a particular jump; antimatter doesn't help. The initial opening of the hole doesn't require so much energy that you're burning all that fuel; it would take YEARS to burn all that in a reactor! So therefore, higher tech doesn't get you much if any fuel savings.
Wormholes need not go STRAIGHT. That's what you're in, a wormhole. Who says it's a staight line? (Oh, MM does, NOW.)
So you start fiddling with all these rules, and pretty soon, the 3I doesn't look a THING like it's been described. Jump masking is a common occurrance; there's not going to be a lot of traffic that can accommodate the 2 week schedule. It's not often that you can do 8-day jumps, for that matter (1 day for wilderness refueling). Survival Margin's maps about the spread of the news start to look very implausible.
So to keep the flavor of the game (excepting the ridiculous 60% fuel requirements that everyone hated in CT), we have to have a solution that caters to what we know.
Imagine you're on the inside of a tube-world (like, one that's 1000 miles in diameter). You can get to the other side by walking there, but it takes a while. You can fly, taking less time, because the resistance of air is less and less the higher you go, and the distance is shorter too. With a good enough craft, you can take the most direct route. That route never gets shorter than that particular distance. You can travel at any speed you like.
Jump is somewhat the same way. On the ground, that's normal space. You don't even have a car, so it's going to take some time to get to the other side. Going "up" in altitude gets you to higher and higher levels of jumpspace. Going straight across would be J36. You can't get any faster than that.
If we listen to modern theory (the one that says we have 10 dimensions), Jumpspace cannot be a multitude of dimensions. Instead, it is a single dimension with 36 quanta. You usually enter only the quanta you specify. Your existence there is limited to a single week (give or take 10-20%), after which you must be ejected.
On the one hand, this supposes that you may have to fly around "mountains", but on the other, who's to say there ARE mountains to fly around?
Anyway, hopefully I didn't meander too much... wouldn't want anyone to think I was a wormhole...