I think you maybe misunderstand my point. Either model it correctly, with full relative motion of every object in both systems and galactic movement taken into account, or handwave it all away as something that happens in the background and get on with the game.
So ... ALL or NOTHING ... is what you're saying.
There is no ... continuum of options ... in between those two choices.
Let's pick apart everything you just listed and I'll give you my perspective on how many of those items are relevant to the way that I would Referee a Traveller campaign so that you can judge the merits of my own preferences for yourself. One of those
lay your cards on the table kinds of deals.
- Relative motion of every object in the system of origin
- Relative motion of every object in the system of destination
- Galactic motion accounting
- Ignore 1-3
I don't need to know the relative motion of "every object in either system" ... I just need to know the relative POSITIONS of gravity wells that could obstruct a path from origin to destination. I only need to thread the needle, not whittle the entire block of steel down into the shape of a needle that I'll be using. Kind of like how when you're given a map, you don't need to "go everywhere" on that map, you just need to figure out the "best path" through the obstacles and hazards of that map to go "from A to B" using it. If you have to go a little out of your way to get round an obstacle ... that's just how navigation works.
Galactic motion accounting is the MASSIVE handwave and is for all intents and purposes "the responsibility of the engineering hardware and software" rather than being something that requires manual control (and manual calculations!) to account for. It's basically built into "how jump drives WORK" rather than an extra step.
Ignoring everything so it's just "100D, jump, 100D" is the LAZY way of doing things.
Quicker.
Easier.
More seductive.
The BORING way are they ...
From a "fast and loose" Referee perspective that is quick to abstract and doesn't require explicit mapping, the simplest solution is to assume that 100D from berthing point is the SMALLEST distance to a jump point, rather than thinking that 100D is the ONLY distance to a jump point people ever need bother with.
As soon as you stipulate that "there are going to be times when the closest jump point to your desired destination are going to be >100D away" you can start doing quick and dirty Referee rulings (with dice, if you'd like, fiat if you don't) that determine how far away you need to transit to reach the desired jump point.
150+ diameters due to locations of jump shadows before you can get a "clear shot" that aligns past all of the obstructions?
0.4+ AU to swing wide of a star's jump shadow before you can get a "clear shot" at your destination?
As soon as you allow the "distance to jump point" to VARY and be something besides "100D, every time!" ... maneuver drive travel suddenly becomes more important (and possibly a lot more interesting) because ships need to transit a variety of distances in a variety of directions, rather than just all "riding the rails" each and every single time.
You don't need to calculate the orbital mechanics or draw the map (in 3D!) for the Players. As a Referee, you simply need to say that "at this time of year for your point of origin, the jump point for your destination is going to be farther away than 100D" and then decide (dice rolls optional) how far away the jump point is going to be in order to avoid any jump shadows between the star system of origin and the star system of destination. All the other stuff about "where the planets are in their orbits" can be handwaved away. All you need is a DISTANCE to jump point ... and from that you can use the
D=AT2/4 formula from LBB2.81, p10 to figure out how much time it will take for a craft to transit that distance, after which it can jump to the destination star system.
In point of fact, this is EXACTLY what I proposed ought to happen in the
Boughene Station Blues OOC #973 run by
@Grav_Moped here on the CotI forums. Last I checked, the
Silver Streak is going to need to "swing wide" of the central star's jump shadow (which extends well past the orbit of Boughene Station itself) so we would need to fly prograde to a jump point from Boughene to Efate but would prefer to fly retrograde to a jump point from Boughene to Feri.
Since my PC (our navigator) has convinced our captain that it's in our best interests to depart Boughene Station on a retrograde flight path to FEINT towards jumping to Feri ... before doubling back to maneuver into a prograde flight path that will put us on course for an Efate jump point (which could also take us to Menorb, Yres or Pixie if we were so inclined) ... even if our ship gets picked up on sensor net tracking and our flight path reported to our adversaries interested in knowing where we're going, there won't be enough exclusive information to determine "we went HERE, not THERE" for them to dig out of our trajectory tracking.
And that's just ONE example of how you can make maneuvering out to a jump point "more interesting" than just saying ... time passes ...
... and you jump.
A week later you're at your destination and ... 100D later
... you're in a starport berth without incident or encounter.
Your mileage may vary, of course.