So how big would a Torpedo have to be for jump1?
Depends on the system and what rules you're willing to bend.
LBB5 has 1Td minimum drive size for PP and MD; one can also guess that holds true for jump drives (with the 100Td minimum hull size it'd be 2Td, but we're ignoring that so it could go down to 1Td). Minimum fuel is 2Td (1Td for the power plant, 1Td for the Jump Drive -- I'd almost be ok with 1Td for both which would support J1 and Pn-1 up to 9Td total, but that's pushing things a bit). Use the small craft "computer replaces bridge but downrated 1 mod/ number" rule, extended to downrating it 2 mod/ numbers for replacing a starship bridge and we're talking a minimum size of 5Td: Jump drive, power plant, Mod/2bis computer*, 1Td fuel. The jump range is computer-limited.
LBB2 '77, by deriving the size formula from the drive table (5Td+(2.5% of total Td per Jn)), gets you to about 6Td since the nominal canon J-torp is a jump drive, fuel, tape recorder, and a radio transmitter, and LBB2 '77 doesn't require a power plant or minimum computer -- you could use a jump tape.
IMTU, if MTU allowed them, had a 10Td J-torp with a 4G (1Td) maneuver drive, autopilot, and 3Td payload at TL-15 (a lifeboat with two emergency low berths and fuel for a second jump; the M-drive was to enable fuel skimming for multiple jumps). Upgrading the computer to a Mod/3bis* (spendy!) gave J-2 capability. The two emergency low berths can be replaced by a half-stateroom/small craft cabin to make for a 1-man minimal starship. (Note: I may have misremembered some details.) For game balance reasons, anything between 10Td and 100Td had a high misjump risk, particularly above 12Td -- the idea was that at 10Td (12Td with drop tanks installed and retained through Jump) the resulting jump boat wouldn't be combat effective.
LBB5 '80 would allow (if you waive the 100Td minimum and no other rules) a J-1/1g ship to be built at 33Td if memory serves.
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*from LBB2 '77