I'd agree having to press the j-jump key again after moving around a star is certainly based on gameplay design decisions on FD's part with some thought to mmo considerations. However, I'd think also it would be nice to have some autopilot functioning to have the ship be able to auto-scoop then vector to the next jump heading whether through a new module or upgrade to the ship navigation, or even upgrade multi-crew function where a hired npc pilot takes over the piloting in this area.
Which is likely not going to happen, so here's an idea for a compromise. Remember in the movies "Stargate" and "Contact", while "hypertraveling" around, the vortex trip made "turns" and "corners" like changing waypoints. So how about a "mini-game" like extension of the hyperjump sequence (in an optional setting mode for the FSD) where for a few seconds a target reticule appears vectored off to the next star waypoint where the player can choose to let the ship continue on and exit at the current destination star, or attempt to "turn" the ship heading to "catch" the next waypoint leg. It would continue on until the pilot lets the ship emerge at the current endpoint, or until the fuel is close to running out where either the ship exits at the "fuel star" point, or even a chance exit at a random star system nearby (similar to hyperjump errors that existed in FE2&FFE), or even a special hyperdiction by thargoid or some other discovery (glimpses of "cities in hyperspace" per Elite rumor lore, lost ships in black hole event horizons, etc. ) Or even allow those special-interrupts be chance happening especially if the pilot fails to catch the next waypoint vector while in the hyper extension. So, effectively a compromise where one can skip multiple 'j' key-pressing points without having to stop , but unable to scoop refuel, while introducing some gameplay risk for long range trips across the galaxy.