Forcing all jumps to nav beacons is just a really bad idea. If anything, it should be optional. But then, is it really providing much value?
A hauler would have two options: jump to a nav beacon near the target station, avoiding long SC but at the same time increasing risks of getting attacked - or regular jump with long SC and almost no real risk because interdictions are not really a threat (assuming a proper ship build). Obviously, it's personal preference but the risk/reward ratio remains relevant. With that in mind, I'd argue someone with lots of valuable cargo would avoid jumping to a nav beacon because you will become an easy target.
So who would use that option? Players who are willing to fight - mostly with ships that can take a beating or even get kills. But these players would head to nav beacons and other combat sites anyways so in the end, we basically would just cut down travel times for combat-oriented players, maybe the occasional impatient trader who just wants to speed up things.
One could implement the restriction to only allow nav beacon jumps into other systems, but never in-system, meaning SC would still be the only fast travel option within systems - it would just remove "unnecessary" SC if there are multiple stars with possible stations as destinations.
But if the goal is just to avoid some of the "unnecessary" SC, allowing to select which star to jump to would be enough - the direct nav beacon jump isn't needed for that.
If the goal is to add more risk to the game, it needs to be done differently imho.
Either way - if something like this would be added, I'd expect some serious limitations. For example, only certain core systems within the bubble should have "direct to star" or "direct to nav beacon" jump options. Maybe it should be player-influenced, meaning it would require months of real time grind to set this up and then requires maintenance to keep it running. That way, those who really want a short cut (e.g. to hunt cargo ships) would have to work for it instead of just sitting there, waiting for easy targets to arrive.
In general, I don't mind adding more risks or new challenges, but it shouldn't just be risky for one particular playstyle, while making things easier for another playstyle.