Since I have no access to the beta... care to explain what changes are planned with regards to this?
EDIT:
BTW, people seem to think that "micro-jumps" would allow one to jump ANYWHERE inside a system. They certainly should NOT. These should only allow jumping between main stars. Stellar bodies can STILL have large orbits, requiring some regular travel time (thus ensuring the sense of scale and that regular dangers remain). Finally, just having the ability to jump between system stars doesn't mean one couldn't travel the "normal" way, if one so desires (for USS hunting or something)... I also don't think such jumps between stars (and only stars) should be expensive or require crafting - our ships can already jump between system, for crying out loud, many LYs apart... yet somehow we can't jump 800,000Ls?
Of course there are some additional things that could be made regarding in-system jumps:
Idea 1:
When jumping to a system with a nav-beacon, you always arrive at that nav beacon star (i.e. as it is currently). But when jumping to systems without one you arrive at a random star inside the system.
Idea 2:
In-system jumps between stars shouldn't be "instant". Ideally I'd like to see a spin-up time and instantly accelerate to a few hundred thousand LS, travelling at a fixed path towards the selected star.
Idea 3:
Possibly allow one to jump TO any star, rather than between. (I.e. extension on how our FSDs work when jumping between systems - it seems the TARGET is important, not the source!) Why? Because sometimes it's faster to jump OUT of a system and back in to get somewhere, which is rather insane if you think about it! Admittedly, this only useful if you're near a stellar body and are the mass severely limits your SC speeds... still, having to jump out and back in is rather silly, so having the ability to jump to a star should always be there.
Idea 4:
Roadblocks? PvPers / pirates could purchase / build navigation disruptors, creating "forced mini nav-beacon" style locations, where players and NPCs alike would be pulled to when travelling nearby. Destroying the disruptor removes the blockade. (This needs expanding to prevent disruptor spam, both from players and NPCs!)