The new jump info panel feels like it's been added where it has because something prevented modifying existing UI, eg it would have been too costly in engineering time in this release, or because the additions wouldn't fit in the space available.
Having said that, I think an overhaul of the jump target UI is needed at some stage, because there's quite some redundancy there that I've marked up below:
The target system name (green) and distance (red) are shown 3 times (not including in the left hand nav panel), in UI areas with 3 different levels of importance: the centre of the viewport, a fixed-function location, and over its actual location in space. This is too much. The highest priority (centre viewport) should be reserved for absolutely critical information - consider how much this new UI clutters the viewport when trying to survive long enough to jump out of a hairy fight.
The distance (red) is only really relevant to know whether you can make a jump and how much fuel this will consume. This feasibility information is given at bottom right when a jump target is selected, in the fuel display.
Although there's a precedent for showing nav target distance and time-to-target when in Supercruise, for hyperspace nav targets, this information is not important enough to show all the time. Time-to-target (light green) is useless for systems, as it's always >1Yr (except while charging the drive). H-JUMP would be a more useful reminder that you can't practically travel there on frame-shift.
Drive charging status is positioned front-and-centre during a charge, when it is also communicated by the drive charge tone. Drive status is also communicated at bottom right during drive cooldown. Why not rationalise these and only show charge status at bottom right?
Lastly the details in the target panel are static and little used. This fixed function, fixed location UI is easily valuable real estate and could be used for richer nav target information
Suggestions:
- Use bottom left target panel for jump target system name, range, security level, legal status (Fine/Bounty Cr), government type and economy, star type. Cycle this information every few seconds whilst drive is charging.
- Move drive charge status UI to bottom right panel, show whilst charging in different colour to cooldown. If you really must have gee-whiz bling for it, use a radial progress bar on the jump target reticule (see House of the Dying Sun's jump charge UI, Mike Evans plays it)
- Remove time-to-target for >1Yr times (other systems)
- Keep jump fuel consumption indication on bottom right fuel panel. When selected jump target exceeds drive fuel usage limit, show in a different colour.