I think it'd make the most sense for ship-based FTL to be a single burst of energy used, so ships with large power reserves could jump, and perhaps a slow charging FTL power block that can hold a lot of power but only usable for FTL that would be expensive to obtain so that small ships could jump but it would take ages to charge. I'd also like to see station-based FTL with warp gates that constantly drain large amounts of power from the station.
Ah, speaking of FTL -- In case anyone else is interested, I've been playing around with my own "honor system/roleplay" FTL to help bridge the distances with 10km sectors (great suggestion Ithirahad, btw.. I was quite chagrined to read that 5k was the apparent limit and elated when I read that you'd successfully made 10k work).
Basically, I've been setting up stations in sectors, which I label "System X-System Y Jump Beacon" using the faction block. I write the coordinates to this location down. Then, I conduct an "unfocused FTL jump" into an unknown sector (i.e. /change_sector_for montecristo 245, -365, 417). The coolest part of this is that the change_sector_for command conserves your momentum, so if you are drifting forward (I play with 0.001 motion-damping), you "jump" into a brand new system still drifting forward. If I like the system/new sector, I'll set up a new station/jump beacon and record the coordinates of the new sector. I then use these sectors as a "bridge" of sorts between the two systems.
Doing this I have so far set up a 5-star-system network with routes connecting two systems at a time. Unfortunately, I play singleplayer, so it's not like NPCs or other players are using the system-to-system trade routes I've set up. And, the only thing restricting me to only jumping from each pre-defined terminus its exclusive destination is my own discipline... we will see how much longer that lasts... :p
I gotta say though - especially if I find two systems with radically different nebuli/backgrounds - doing the jump can be pretty awesome!
But, there is the issue of charge-up and power, right?
What I have been doing is fitting "jump modules" to my craft (dedicated defensive EMP computer) with an allowed mass vs. EMP effect array size (ref. table below). I keep a stopwatch near me, which I use to count to 15 full seconds before initiating the admin command. This effect module drains power a la "charging" and is my self-imposed balance on using the command.
e
For mass <= 500, I would need an EMP array of 50 to conduct an FTL jump.
For mass >500, the max allowable mass for an FTL jump = 2^((EMP array size/100)-1)*100.
---> This function makes FTL less of a relative expense for larger ships