Title explains it pretty succintly. Current patrols don't bat an eye for transverse jumping, which is weird since the unique ability to pop in and out of existence in tightly, conventionally patrolled space should be something that patrols should react to uniquely, especially since it's not a skill integrated with npc fleets and their AI. I'm suggesting rep loss or some other balancing factor that discourages the player from legitimately using it to enter and exit populated space (while still being useful for black market 'trading' and gtfo), especially since patrols can't regulate the usage of an exotic tech to easily dodge patrols without having to run the gauntlet of making it to the nearest jump point.
Secondly, currently the acquirement of transverse jumping is as a skill that can be acquired very early in a campaign, from gaining generic experience. This doesn't really explain the acquirement of what could be considered an exotic tech, since no npc fleets use it, so it fits quite well that the player could acquire it from a somewhat difficult quest reward, or maybe as an exploration reward system, and which the downtrodden hegemony patrols of the sector would not have access to. I'm probably going to have a crack at modding it in, but it would be nice to see as a vanilla mechanic maybe? Anyway, thank you for reading