It also worth noting that having a "built-in" jump drive eliminated any and and all hope for a less rеtаrdеd and more practical FTL engine.
Instead of adding new mechanic they removed most of the old one. Sure, it had it's downsides, but this is just too much.
In addition they killed the chain-drives as well, because everyone loves wasting time going through boring empty space from point A on one end of the galaxy to B on the other, right?
I mean, it gives you time to appreciate the devs' work and take in the sights... sights like the boring as fuck systems with marginal differences and goofy planets, sights like NPC ships and stations that might as well be not be there for all the exciting gameplay they provide, or the breathtaking spacetime anomalies that function as naturally occurring indestructible warpgates, if warpgates were completely useless for their intended purpose.
What they could have done instead is to subject the FTL engine to the same-ish treatment reactors got - separate it into two distinct blocks and use FTL engine-specific (or maybe just reuse reactor's?) chambers for the bells and whistles like interdiction and energy consumption optimization.
That way you have the FTL engine core aka "battery" and a charger. More chargers - more energy dumped into battery. Bigger battery - longer range for jumpdrives, higher speed for warpdrives, with mass acting as a multiplier for the "FTL charge" needed.
Hell, you could add a chamber that increases energy cost but negates N-strength interdiction, allowing creating of blockade runners.
Oh well, at least we don't have to bother with jump drive modules, I guess.