This actually brings up the point of towing a ship, and I see in that light now that towing simply isn't a matter of beefing up the engines.
Correct.
The way that external fuel tanks "work" makes it APPEAR like this proposition is true ... but it's only PART of the story, not the entire narrative (so to speak).
If you don't have sufficient bridge volume, your control of the linked craft, tower and towed, will be imperfect.
Or it will be "ad hoc" in such a way that while "workable" might also be potentially "risky" if sufficient care, setup and testing is not performed (see 1 week delay required when "linking" 2 craft together for transport through jump when 1 of the craft is disabled and incapable of jump itself). Yes, it CAN be done ... but it's not something you want to try and do on the fly with little to no preparation.
How exactly that would play out, I can't speculate
Actual results will tend to vary WILDLY depending on context, so it's not like you can just write some RAW and have done with it.
The opportunities for "stuff to go wrong" when controls and/or preparation are inadequate to the task can get rather formidable.
but I can absolutely see towing ships with outsized, bulbous bridges because they need to monitor things on the towed ship as well as on their own ship.
This is the direction I'm moving in as well.
If you want to have a 2000 ton craft which is capable of externally towing a 10,000 ton hulk ... you're going to need a bridge setup rated for 12,000 tons on your 2000 ton tug.
OTOH, towing with an undersized bridge could be as innocuous as jumping with unprocessed fuel when your system's not set up for it.
Calling such circumstances "innocuous" might be a case of looking through the wrong end of the telescope.
Done "wrong" (somehow), I can easily imagine that jump tug towing with an undersized bridge could qualify as trying to jump within the jump shadow of a planet (surface to 10D limit, or 10D to 100D limit) depending on the details (because other craft have jump shadows!). Very much a case of the demonology depends on the details of the circumstances.
As a Referee, the KINDEST outcome that I can think of is that the jump drive winds up ... and the automatic safeties abort the attempt, resulting in a failure (if you don't have enough "bridge" for the combined tonnage you're trying to jump). Not
quite a Millennium Falcon "no lightspeed" situation, but as close as you can get to it with a jump drive.
A small risk, and one you take if an emergency demands it.
Depends on context, circumstances, and ... let's be honest ...
PLOT ARMOR™.
Forgive me for assuming that Plot Armor™ may, from time to time, be in short supply to any and all who might "need" it (or just want it, because it's convenient to have).
That said, where do I buy a military Jump drive and power plant that take no penalty for unprocessed fuel?
Short answer ... Referee Fiat when building using LBB2 standard drives.
Better answer ... if it's a Player crafted starship design, you don't.
Slightly "saner" answer ... you pull the military drives out of a military (or scout) ship class that are known use such drives for use in your own starship. The Type-S Scout/Courier is a (known) scout ship with A/A/A scout drives installed into it. The Type-J Seeker conversion simply retains those A/A/A scout drives.
So the answer to the "where do I buy military grade drives from?" question essentially comes down to an answer of ... from the secondhand and surplus market(s).