About the only way to test that belief is to create three sets of fleets:
Jump Capable Fleet for a given amount.
Battle Rider Fleet without jump capability for the carried units.
Battle Rider Fleet with Jump 1 for the riders.
Might prove to be interesting to see how well it works for say, Trillion Credit Squadron rules and see how well those battles play out.
No "mights" about it. It would be very enlightening, should be very fun, and ought to be very interesting, and I think it is necessary to be able to do this sort of thing to keep HG/TCS viable.
And here's where I come in and post a tangent. A bit of a rant perhaps, but here it is.
I find the above challenge to be highly compelling. I would LOVE to DO THIS. To be a part of it. Most importantly, to BE ABLE TO SHOW what the rules allow.
Unfortunately, DOING this is such a production that it NEVER HAPPENS. Even when High Guard was shiny-new, this was an exercise for hardcore designers with a lot of time to kill.
As a result, I think it's unnecessarily difficult to conduct the kinds of experiment outlined above. And yet I think it would be extremely valuable.
Warning. Hasty Generalization and Simplification of Terms Follows. Use Your Brain.
Bottom line: I think HG and TCS should be more accessible. Despite its conveniences for fleet battles, it's still a major production. I think there are two ways to do this, both of which should be considered:
(1) Mass combat abstraction. The TCS statistical hits rule goes in that direction - but there's not enough of it.
(2) Baked into the rules. Similar to #1 but distinct, this is the combat rules themselves which pushes down complexity by embedding it in the nature of the rules used. As a very different example of this, I give you Memoir '44: its rules are quite simple, but part of that is the way the results are baked into the rules in a way that players don't have to think about.