the wait time (or not being able to jump at all) is getting old fast..
I get that carriers with markets and multiple players need some sort of extended time to sync databases around, fine. But that should be optional stuff. Jumping a carrier that is only used by the owner and doesn't care to participate in the market system should be able to uninstall or turn that stuff off and function no different than jumping the player's ship to a new system.
They can put the enabling/disabling etc behind the standard "time slot" delay - but once that time is up and everything has synced - it should behave just like jumping a player ship (no delay) until such a time as you go to enable those features. I'm perfectly ok with sacrificing those functions of a carrier so i can move it where and when i want to move it.
Could also make it only reachable via the owner's instance, so it doesn't even need to take up a slot in the system or show up on maps.
I know it's possible to set things up to work that way because they have the colonization ships jumping into systems in 3 min. It's not all that taxing on computers to update a database field to switch the current location from 1 place to another when there are no real dependencies that asset has on unrelated systems.