With regards to the new visuals I'm not much excited, I don't want to demean all the work that may have gone into it, artistically it's nice. If the exit point now is in line between the departure and destination that is amazing I never thought about it but now that I know, that is how it should be kudos to the programmer/s who set that.
I do have my thoughts on visuals though but u have to explain the background:
There are 3 main methods of interstellar travel science fiction lore:
1) Warp - which is a bubble of warped space around the vehicle that allowed the vehicle to Vinita space in front and extend space to the rear in order to move FTL. I see this as the Star Trek way of travel. In E

supercruise is a low level of this. We have perfect visibility of space around us. This could be taken a level up and used for interstellar travel in which case we would see the target star approaching, all other nearby stars moving and no fake clouds.
2) Hyerspace/Witchspace - again this is when you exit our universe through a hole made in real space the vehicle moves in along with a protecting bubble that preserves our universe's physics around the vehicle which is traveling through another universe/dimension where distances are not equivalent to our real space (eg a few m in hyperspace may translate to Mm in real space so a trip in hyperspace of 0.1Ly may be equivalent to 10Ly in real space. Now in HS/WS (two names for the same thing for me) any animation goes, clouds, specs but not stars, I think they should not be visible because to get in HS we have left real space. (unlike warp travel) ...BTW warp in Warhammer is not the warp I mention previously but equivalent to hyperspace/witchspace.
Jump Gates or their natural equivalents Wormholes - these allow interstellar travel without the need of an FTL drive because they are a direct point to point way of travel, almost a teleportation. The animation here is very tunnel like.