I think there should be two methods of hyper travel.
1. Keep the current method of hyper jumps for people unskilled or unwilling to use new method.
2. The new method of hyper travel is a mini game which has the player travel in a witchspace tunnel which branches off in multiple directions. As the player travel down the witch space tunnel the response time to choose the correct tunnel is reduced.
If a player with a 30ly jump range ship and wants to jump 500ly, the route plotter plots the route as normal. When you jump, your first jump has a 5 second window of opportunity to choose the correct tunnel indicated by the HUD(If unsuccessful will end up back in the same system). If successful you will continue travelling down the tunnel and the game will reduce your window of opportunity by half(2.5s), if unsuccessful with end up at the first star in your plotted route. If successful you keep travelling down the tunnel and your window of opportunity is reduced by half again. If unsuccessful with will end up at your 2nd plotted system.
1. 5 sec to pick right tunnel indicated by HUD (failure stay in plotted route+ 0 system)
2. 2.5 sec to pick right tunnel indicated by HUD (failure stay in plotted route+1 system)
3. 1.25 sec to pick right tunnel indicated by HUD (failure stay in plotted route+2 system)
4. 0.625 sec to pick right tunnel indicated by HUD (failure stay in plotted route+3 system)
5. 0.3125 sec to pick right tunnel indicated by HUD (failure stay in plotted route+4 system)
Obviously the initial starting time can be adjusted depending how far FDev will want players to travel
There are hazards using new method, you will be kicked out of witchspace if you don't have enough fuel, and that last system you did reach might not be a scoopable star.
Instead of witch space, there could also be a vector that 'skips' you onto the next star if you hit it. If not, you break out of hyperspace and have to reinitiate the jump sequence. The vector gets increasing hard to hit the longer the chain of 'skips'.