Thinking about them some more, I think they'd work better if they were a much more rare and much bigger threat, rather than "constant, low-grade threat that can become an annoyance due to being constant" as they are now. So, for example, if now and again you were to find yourself in the path of a storm 10 cells wide, or some such, that's got potential to be an interesting event. The same sort of idea as behind turning down the probability of derelict defenders down to 50% but increasing their strength.
On the one hand super storms sounds fun, but on the other hand... I kinda like that you're actually dodging and weaving constantly during travel now. Rare, big events would bare the danger that you sit there passively staring at your screen for 90% of the time.
I think ultimately it's the right direction to go in, but only if there are more types of events in hyperspace in general, so the total event frequency doesn't fall all that much.
Some things that (I imagine) would be relatively easy to implement with modifications of already existing things:
- temporary jump points that are invisible on the starscape and lead to treasure rich systems you can't re-enter
- yellow storms that form elongated chains that damage you but don't require fuel to fly through
- white storms that briefly generate jump points in their heart that lead to random systems far away on the map
- green storms that generate exotic debris fields you can scavenge but skyrocket the chance of having an accident
- pink crazy storms that spawn your own fleet to battle against, but after the battle only crew is lost, no ships and CR (because it was an induced hallucination)
Of course, in the long term I'd hope to see more elaborate things (maelstroms, drafts, wave fronts, space Kraken, migrating von Neumann locusts swarms, special hyperspace resources...), but maybe thongs like these could be a relatively good intermediate solution?