I think it comes down to what kind of campaign you’re running. The main point of the 7.7 ly limit was mostly to enforce the Arms, and to give some kind of texture to space.
If the focus is on autonomy and getting from place to place, then I’d say you don’t want too many extra limitations heaped on.
If you get mileage out of stranding players for 40 hours in every locale in order to create adventures for them, which I certainly understand, then discharging might be a bit more cumbersome operation. For sure, they’re going to be more vulnerable to boarding operations in such a scenario.
I think you can sometimes get the latter within the former. The rather routine leg from Serurier to Broward leaves your stutterwarp drive SCREAMING for discharge on arrival, no way around it. As does the very first leg of the journey into the French Arm, from Sol to Nyotekundu. In one adventure I ran, I wrecked the ship’s avionics in a star flare when players arrived there, trapped there with nowhere to go at explosive charge. Created an excuse to at least visit the place.
But I see the “gravistatic” charge/discharge more as a natural force more than mechanical procedure. Stutterwarp builds a tension that only a gravity well can relax, IM2300U.
Not only to maintain the arms, but also shapes the military opperations, If you know you must stay 40 hours in a system to discharge your stutterwarp, you plan it differently that if you plan to stay just 12 hours before taking the next step, as you're vulnerable for more than triple the time.
The 7.7 LY range (coupled with the 40 hours discharge) is, IMHO, the way to keep opperations from being too quick. If you know your enemy has to stay 40 hours in the system you saw them, you could go for reinforcementes knwoing that he will have to stop for 40 hours more in next system, while your forces are assemblying. It also makes for military opperations more risky, as if you travel 4 LY, you know there's no retreat, as you must spend 40 hours discharging, time that your enemy will not stay iddle, and for that long you cannot retreat (at least to the place you came from), as you'll go beyond your 7.7 limit. If you can discharge less time for less distance, just discharging a few hours (1 or 2, as you need only 0.4 LY more range) will allow you to retreat.
I see it as the need to refuel after each jump in CT (unless you make small jumps and have fuel reserve), as a means to slow military opperations (and communications, unless you have a ponney express system). Of course, YMMV.
Well, again, I don't see "maintaining orbit" as much of a problem. Newton takes care of a lot of that
To maintain orbit you must begin with a quite precise vector, or our orbit will be quite unestable.
And aramis has given us the in-system discharge rate, which makes the strains of stuttering around the inner solar system fairly unremarkable. The Earth to Mars runs only needs a second or two of discharge.
I disagree with Aramis here, as if you are into the 0.1 G threeshold of your star, the stutterwarp drive is quite unefficient, and if you are outside it, you are not discharging. I keep with my assertion that discharge is made (for purely in-system ships) at the time of maintenance.
But I would agree that it is bad practice overall to depart a system with any residual charge. No reason to do so, unless you're really in a hurry.
And here things difer if you must discharg for 40 hours or for 6 hours/LY, as if you need the 40 hours regardless the distance travelled, it will be more usual to make 2 legs in a row (without discharging) as long as they total less than 7.7 LY, so it will be quite more usual to depart with residual charge.