I've expressed my opinion on this sort of thing repeatedly. Chain drives aren't good. Not because they aren't balanced - thanks to a lucky combination of factors, they are - but because in the end, they're a workaround for the crappy default jump drive mechanic. Nobody wants to sit somewhere for 20 seconds holding a button just to see a cool effect for 2-3 seconds and then have to hold a button for 20 seconds again.
If jump drives by default are too slow - and they are - either they need a buff (which would be lazy, and not actually a very good idea), or they need mechanical changes, or perhaps they need to be replaced, perhaps with a warp drive, which I still don't understand why the devs insist needs to be a capital system.
If anything, as
alterintel suggested during stream,
jump drives should be the capital system, with a 1-minute, interruptable charge-up time, able to jump a long way and even bring an entire fleet with them, while a continuous FTL should be the default mode of travel between systems.
(Likewise with docked reactors. Sure, the science is great and all, but in the end, the game shouldn't require you to jerry-rig something weird with the automation/logic gate system that isn't within the defined feature set just to fly a ship that needs more than 2 million energy units per second. It might be
fun, but it's not very good game design practice as it just makes the game harder to get into for no good reason)
I think the overarching issue here isn't even jump drives, but the inability to track someone's jumps. Regardless, though, jump drive does need - at the
very least - some major adjustments.