This is a personal opinion post and I in no way expect any change to result from it. It's more of a "what if" kind of thing rather than a call to action, perhaps resulting in a rational discussion between the pros and cons of different versions of travel. Sometimes just ruminating over different ideas generates some pretty cool results.
I personally have never been a big fan of the "jump" version of interstellar travel. My first online space game was Eve Online back when it was new, and one of the more irritating parts of it was having to jump from one system to another and then travel across a system to get to the next gate. Elite removed part of that irritation by not forcing us to travel through each system to get where we're going, and I feel like that was a good decision. However, one good thing about the Eve system was the fact that you were highly likely to be attacked by other players depending on where you were because you were forced to constantly be in a state where others could get to you fairly easily if they really wanted to. In Elite, you're not really in any danger until you reach your destination system and have to supercruise, because you basically stick close to a star and you're out of an enroute system before anyone can really get to you. Pretty boring.
I sort of wish that they had gone with a more Star Trek version of travel. Something like a big instance for interstellar travel that drops you into individual system instances once you arrive at your destination. That sort of thing would make it more possible for people to find you in the middle of your journey and increase the feeling that you're never really safe, which for me at least would generate the sort of looming sense of danger I used to feel back in my Eve days. It would also remove the repetitiveness of jumping over and over between stars, which is one of the primary reasons I tend to get bored and stop playing, because if you're on a single monitor you're stuck just sitting there manually travelling because you'll run into a star if you tab out to maybe watch a video or research something game related. With a more warp drive type of setup, you can just select a system in your fuel range, hit the warp drive, and then sit back and relax, only stopping when you need to fill up again or reach your destination...or when someone yanks you out of warp to rob you.
As I said, this is more about having an interesting discussion and maybe hearing some cool ideas than expecting any change. I understand the lore has established jumping as the norm, but maybe some other improvements might be teased out by thinking about things in a different way.
So if I understand correctly, your original idea is a warp drive that can perform a single jump equal to the total range of your ship given its fuel reserves and FSD capabilities (basically removing the max fuel per jump limit on FSDs). Plus player hyperdictions
The later idea is basically supercruise between star systems at ludicrous speed.
While I think it could be interesting to have other modes of travel, I don't personally like any of these suggested. Why? Because the current system encourages players to congregate in specific places, thus making those places special; whereas the suggestions offered above would do away with that. Think about it... if you wanted to go seal-clubbing, do you go to Deciat (and thus congregate with all the other noob gankers) or do you go to any of the stars on the
approach to Deciat (and thus disperse all of the gankers over a wide area)? If you wanted to blockade Felicia Winters' pledges, do you go to Rhea or do you go to one of the other stars
around Rhea? If you could hyper-dict a player from almost anywhere, it doesn't really matter where you are. You could be attacked wherever you are, so nowhere would feel particularly safe or particularly dangerous relative to anywhere else; and thus every place feels about the same.
My point is, these places stand out because they hold the potential for greater danger due to the player traffic they attract. Spreading that danger potential around means nowhere would stand out, in this regard at least.
So far I've only used combat examples, so how about an exploration one? Would Colonia feel like a remote outpost if you could get there from Sol in just 22 jumps of 1000 Ly each? And if you could travel between Sol and Colonia in 22 jumps, would people still hang around there for anything other than pinning an Engineer blueprint once? Or would it be just another cluster of stars you could get to with little effort?
You seem pretty fixated on the repetitiveness of the jump sequences, without really thinking of the larger context of the game as a whole. I do agree that this is pretty tedious game play; but I don't agree that it is without purpose. You could look at it as "gentle" encouragement to think of ways around it, by either finding faster routes (jumponium, Neutron Stars, Fleet Carriers, etc) or setting up game play loops for yourself that avoid having to jump so much.
Nevertheless, it's fun to fantasize so how about this... when Stellaris originally launched it featured not one, but
three modes of interstellar travel: a warp drive, a system of "hyperspace lanes"; and a wormhole generator. So how about we do something similar in Elite?
The warp drive was similar to the hyperspace jumping we have now, so we're good there
Hyperspace lanes were a system of, well lanes, that were fixed and pre-generated at game start and connected one star to the next one. Whereas a warp drive let you go from any star to any other star within range, hyperspace lanes allowed travel only between linked systems; so for example, if Sol linked to Maia, and Maia linked to Yuanjia (in Witch Head Nebula), you could get from Sol to WHN via this route, but not traveling directly from Sol to Yuanjia. Also you would have to enter hyperspace at the edge of the system you were in, and on the same side as the direction you were traveling in. FDev could introduce something like this to Elite by making a kind of Interstellar Initiative where the goal is for players to find these hyperspace lanes and, once found, anybody could use it.
Since you still have fixed start and end points, individual locales would still important.
And lastly, wormhole generators... this one might be a bit trickier to implement. The way it worked in Stellaris was, you would build the structure at the edge of a system. Once built any friendly ship could use it to jump to any star within range; they could also use it to jump
from any star in range to the wormhole generator, even if the starting point didn't have a wormhole generator of its own.
I guess one idea for implementing it would be a kind of a local mini-CG where doing tasks for the local minor faction could result in progress to constructing one of these. Doing it this way would give players a choice as to where to build them, thus preserving the special-ness of places where players would like to congregate.
Looking at the bigger picture, this approach would provide a community-supported method of travel (wormhole generator) and a solo method of travel (warp drive), with a kind of blend of the two with the hyperspace lanes.
What do you think? It's much more involved than your original idea, but it does provide some context and content for the player base.