One ramification of being able to predict jump duration would be the option to abort the jump if the duration is above average and try again until you get one that gets you there in less than the average time. Since we never hear of any such option, it probably doesn't exist.
Looking at this another way on second reading I wonder if you mean not in the context of the RAW but in the context of alternate rules where jump duration is predictable in advance of jumping. Such as in MTU.
I have no such problem with the "let's try it again and see if we get a quicker jump" because the time is fixed for any specific jump.
In MTU:
Roll the random time and precipitation location per RAW. It's a metagame roll, not an actual game universe effect. I don't keep track of the specifics for each jump though, I just fudge that the differences are due to the changes in the orbital positions between for any given two jumps that are otherwise similar.
This roll is the actual fixed, predictable, and repeatable time and precipitation location for a specific jump. Specifics being ship size, jump distance, start and end points, ship vector, and jump initiation time. And the time and precipitation location are very well know to a precise degree. And can be calculated well in advance if all the variables are known. Changing the variables can increase the chance of misjump or no jump.
This makes pre-plotted jump tapes possible and useful. Though they have to be ordered for the specific ship and circumstances. Miss your jump window (time, location, and vector) and your jump will be messed up.
This also permits fleets to make coordinated jumps. All ships agree on a departure and arrival point then calculate their jumps to coincide. One can even time the arrivals to be staggered if desired. And all this is known before anyone jumps.
Likewise ships can employ the black globe tactic of jumping in and drifting under globe until they reach their attack point. Try that if the jump duration and precipitation location is actually random and unpredictable.
And preserving your vector is impossible with any useful application if jump duration and precipitation location is totally random. It may even be lethal and will almost always be inconvenient.
Further it permits ships to post a jump precipitation watch that isn't on duty for hours or rotating shifts to be sure the ship is at stations when it drops out of jump space.
And of course there is the bit of colour text somewhere about the first clue that the players aboard have that they have misjumped is they don't drop out of jump at the precise time they should. Or they drop out suddenly before the jump clock has counted down to precipitation.
No randumb jumps for me