Riskier ... how?
By definition, in an empty hex (that is actually empty) there's "nothing to hit" out there.
At best, an argument can be made that breakout from jump
inside an empty hex is going to be less
precise and more of a Navigator skill challenge to pinpoint your exact location ... but even then it's not like you're going to somehow "miss the hex" or something equally ridiculous. However, when that kind of imprecision offers no meaningful risk of loss of craft, risk of injury to crew or a threat to continued navigation to points beyond ... what is the real risk involved?
I mean ... if you (deliberately) shoot your shotgun away from the barn, does the fact that you missed the barn door have any relevance to what happened?
My point being that at best navigation into and out of an empty hex might be a "higher than average skill challenge" but it isn't going to represent some kind of technological "you must be this TL to make this jump" barrier to capability.
Empty hex jumps:
- Need Navigator-1 skill minimum, regardless of ship size ... okay, that I'll buy (since ships 200 tons or less do not require a Navigator).
- Need to be TL=13+ before it can be done ... NOPE, not buying that AT ALL.