Refinement idea:
The "medium" left behind would allow scanners to get the jump coordinates that looks like a warp tunnel from the current (jumped-from) sector to the destination (jumped-to) sector. However, this trace would only last 3 minutes. Ships with Jam equipped would reduce that timer by a full minute, and ships with Cloak equipped would reduce that timer by another full minute. (Edit: Ships with these items equipped would be logically be designed with built-in medium-dispersers, to inhibit pursuers.) So a fully jammed, cloaked ship would only have a trace for a minute. Jammed ships without a cloak would leave behind a 2-minute trace. That might be enough to make a second jump at the destination to another sector, to escape pursuers, without completely denying pursuers altogether.
Alternative refinement idea:
A medium dispersal/recycler block that reduces the amount of time a jump signature remains trackable. This would have more of StarMade-feeling to it, because the number of blocks required could be in proportion to the number of jump modules in the ship. However, this tracking-reducing idea leaves jam and cloak out in the cold. Maybe have this only reduce the amount of time to track by another minute? And if it takes enough energy, make this an alternative dispersal to cloak, but they can't possibly work together on the same ship, so you'd always have a minimum of 1 minute to be able to track a jumped ship.
Maybe reduce the interval from 60 seconds to 30 seconds. After all, only pursuers will really want to track ships. Unless tracking "jump medium" reduces the amount of fuel that the pursuer uses. (Encouraging the use of piggy-back jumping and other convoy-type game mechanics.)