I gave up on reading the whole thread at around page 10, so apologies if this has been talked through at length.
I very much dislike the instant movement. And not only on the immersion breaking grounds (which is bad enough), but on the scope to allow all sorts of exploits.
However, if we must have very quick ship movement, then at least make sure the damn ship can make it to the destination. Otherwise we will have the long jump taxis sucking the combat ships that cannot jump all over the place. Of course, that needs reasonably development work, whereas instant transportation can be knocked out by one man and a dog in an afternoon, and allow time for tea breaks.
I have another major concern: the exploits possible with crews. Sure, we don't know what FD intend with crews (a feature that I find wholly worthless, FWIW). But they must be allowing some level of instant teleporting of players, or it will not work. Real life means that getting all your mates together is hard enough, without having to synchronise getting them to the same in-game place. So I anticipate some sort of teleporting into a crewed ship. Similarly, your mates will not be able to all play for the same length of time, and some will have to leave early, whatever that means. Forcing an escape-capsule like teleport to where you were when you joined will cause a huge pile of complaints. So that suggests some sort of mechanism to allow players who were crew to arrive somewhere without a ship - at which point they will want to use the instant teleport of the ship.
So then we get the one player with a long jump taxi doing the travel with several mates who all then teleport their ships around, and call more mates as crew who then teleport their ships, and so on. Whole gangs of baddies being teleported around.