Hey there!
First of all, thanks for developing this tool, it's come in handy a few times! However today I noticed a little bit of strange behavior with the route that it gave me. I was plotting a route out to Livingstone Point, going through quite a sparse area of space, but I have enough jumponium and decent range, so I ran it through gap jumper. Sure enough, a route comes back with 28 jumps, 0 neutrons, 0J3, 9J2, 13J1. A little expensive, but I can live with that. Then I scrolled down to see the 'can I get back?' route, and that said yes, with 27 jumps, 0 neutrons, 0J3, 6J2, 5J1. Definitely a much more efficient route.
I had a quick look through the code (fantastic commenting, I applaud you for that, my own code is.....not as neat), and from my understanding, this return path is only considered when neutrons are enabled, to ensure not getting stuck. I wonder if it's worth considering this in general as an option, or if it's worth adding in a check to see if the return route is more efficient, assuming no neutron jumps are found. I do fully appreciate that optimising route finding is no small task, and once again my sincerest thanks for the work you have put in to this!