Well, it seems better, but honestly, I'd still cut it out. I also honestly don't like the concept of hyperdrive, still. (I don't even know whether I understand it correctly we aim at a point and just get a giant boost? So it's like the jump drive, but completely unprecise, and useless since you're unable to move any other way?) I've talked about in my own suggestion thread. I'd use a system with only Gates and Jumpdrives that don't need blocks. Bigger ships jump farer, gates don't work by size, with a ring, but by mass, like the mass relays in Mass Effect. (Mass. Mass. Mass. Mass... :p )
The problem I essentially have is that people will always try min-maxxing their ship, and that accordingly, connecting "power" (in the "might"-sense, not energy) to block count/mass/size is good for some systems. Shields and weapons, obviously. You have limited space and try to find a good distribution. You place different distributions of blocks to achieve different levels of specialization/effectivity. It's about "power".
Meanwhile, the jump drive is about "functionality". It's an all or nothing system. It doesn't work if you make it smaller. If you want to truly min-max a ship, you would be forced to cut out the jump drive to make more space for the "power"-parts. At which point everyone would say "This ship is really dumb, because it doesn't have that awesome jump drive".
That choice really shouldn't have to be made. When the game universe starts being a more important and structured place, some sort of fast travel will be a must for, well, everyone. So everyone should have a jump drive.
To make it short, I believe functionality should not be balanced with space requirements. Do it with energy, or even absolute, timed cooldowns. If everyone has to have a jump drive, there's no point in balancing the people who do in relation to the non-existing people who don't.