Dammit, make me do math while I'm racing back to inhabited space...!
Anyway, I can give an upper bound on that by saying what the number of routes could be with a ship with infinite jump range: in that case, it would be 2^(N), with N being the number of stars between your origin and destination. Since the order of the stars is fixed, it simply becomes a case of whether a star is on the route or not.
Now, we can reduce that somewhat with some assumptions: that a ship has a limited jump range, that a ship will almost certainly jump within 10 ly of that jump range, and that, as a result, there is likely to be a certain number of jumps - which we designate as J. (J would be somewhere around 650-675 for a racing Anaconda, depending on whether or not your name is Alot.) For the ith jump, with i having a value between 1 and J, there will be a set of stars within that 10ly band; we can assume that, for that number jump, the number of stars will remain relatively constant, regardless of the origin star (in other words, there's not a lot of difference in star density between 13,000 north of Sol, and 13,050 north of Sol). In this case, we designate n[SUB]i[/SUB] stars for the ith jump. Now, n[SUB]i [/SUB]can vary depending on i anywhere between 1 (if we were out beyond the Abyss) to several dozen (likely for the areas near Sol) to many thousands (the Core). But, once that number is estimated for each jump, then the number of different routes simply becomes the product, for i=1:J, of n[SUB]i
[/SUB]There is a tendency to want to overcomplicate this problem, worrying that choosing one star will affect the choices from that point. Well, yes, they will. However, it should not have a significant effect on the number of choices from that point - which is what we are most concerned with.
Hope this helps!