I'm pretty dubious that witch space duration would be deliberately inflated solely for PvP scenario & Buckyball balance purposes? It's a stretch - much more likely it's just a technical-limitation-safety-net, both for server/connection chicanery and any client-side optimization issues, and the supposed benefit for PvP thing is just sort of a happy accident (and this is of course presuming no interference from anything else that could interrupt chasing players from system to system - instancing/packet/socket/multi-waking/block-feature, I'm probably missing a few more).There has to be a floor that is reasonably easy for everyone to reach, for balance purposes. The floor is just over 15 seconds (probably the full standard duration of the witchspace animation), currently, no matter how fast one's system is or how low one's settings are. If it were significantly shorter, then those with powerful systems would have an unassailable advantage in distance travel and pursuit.
For example, with settings that significantly harmed loading times (which I often use away from nebulae where they don't have this negative effect), I've been in situations where I went from being able to escape from essentially any encounter with a high-wake then forced drop as usual, to occasionally not even finishing loading the system until after those chasing my CMDR were already there.
If I'm not enamored with the idea a long SC trip at the time, I can and do select destinations that don't involve them. That's part of the point; one is rarely required to make those longer treks. There are more stations than I've ever been to that are within a couple hundred LS of the parent star.
On the other hand, I suppose one doesn't need to jump frequently either.
I've spent ~270 hours in witchspace on my CMDR in the live game since the gamma reset. I would not be surprised if I've spent two or three times as long in SC, but I'm doubtful it's much more than that. Most of my flying is done in normal space.
Honestly, I feel more in control with a HOTAS in pretty much any scenario. No matter how much I try, even if I eventually get pretty decent with KBM, I never really feel like I've got the same connection to the ship...probably because I don't. With a full HOTAS setup, all six degrees of motion have their own analog axis (if not more than one) and I never have to move my hands or feet from them. Fine aim is sometimes tricky with the thousands of hours I've got on these old controls, but for anything else the ship is almost an extension of my body.
If anything SC interferes with that a bit as many of the controls don't work in SC.
Bit of a tangent to a tangent here, but I do miss the way the witch tunnel looked in the olden times, I never understood why it got changed. Would duration stuff have been part of the reason why they did see fit to mess with it?
Anyhow - if it is true that witchspace has indeed been artificially lengthened more than necessary for most players, then in my book that could be about as bad, design-choice-wise, as keeping us stuck with the supercruise travel rate cap we've had up until now.
If you, a self-professed short-jaunter, can acknowledge you probably have spent more time in supercruise, then my point there is how much more that is for average folk - let alone any of us with a particularly obsessive approach to exploring
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side-note:
With how non-intensive anywhere in supercruise is, can you be sure that some higher graphics settings would have that severe an affect on your load time for jumping into a new system and that it wasn't some network hiccup? I mean after Odyssey... who really knows anymore, but performance-wise - even on my prior machine and the 'gaming laptop' I had before that, I don't recall that kind of experience; only station interiors and surface/Odyssey things. (And if so, what settings are the culprit? share with the class and all that)
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To be blunt, I am flatly opposed to the idea that good gaming involves a design that you are supposed to avoid things, and that should mean they be intentionally tedious to mess with. Why include all these destinations and playable spaces in the galaxy, if you would just effectively make them unplayable through timegating?
Think of the impact to come on Inara, the BGS, and future CGs, with so many more accessible markets - or how many more systems you might bother putting your name on a far-off moon to 'sign the guestbook' for other players to enjoy if they ever stumble across and take a peek, when each such visit doesn't take you 30 minutes to an hour extra?
I see many more tangible upsides to not leaving things in a state such that players are generally compelled to avoid things that are in the game, and few-to-none at all to
maintaining that kind of status quo. Let it become a worthwhile option and possible new destination, rather than something nobody should consider doing in the first place. Y'know? Kinda goes for many things in Elite (knocking on wood that the biggest offenders get knocked out of the park later this year [or likely into the next, if being real about it]).
A sort of a give and take, then, with the HOTAS-in-SC theory, that's fair enough. I've stuck with KB/M all this while, and while I think I have fine-tuned things nicely (Fdev, when oh when are you going to make sensible default bindings for newer players?), it can get tricky to do complex maneuvering, and I don't see myself competing for the next big flawless reddit canyon racing video any day soon. Like you point out though, precise aim is an upside.