The thing that bugs me is that it's meant to demonstrate material blowing past you, but the graphic continues for a moment after exiting the storm or slipstream. Say you're moving to the left, nominally the reason for the wake being shot out faster to the left is the local hyperspace storm or slip stream is moving faster to the left. If you were in the frame of reference of said storm/stream it looks as if the fleet is moving to the right. Which is fine. But as soon as you hit a location where this is not true (non-storm/stream hyperspace), the wake should flip, as now the fleet is moving to the left relative to the medium.
Or to put it another way, there's no interaction between the wake and the background hyperspace medium.
We don't see any churn or slowing down or anything implying different speed mediums meeting between regions. We don't see any ejecta from the storms except when a fleet is present. How does "faster" moving hyperspace interact with "slower" moving hyperspace?
Not that I'm suggesting adding more graphics to storms and slipstreams, as the hyperspace map is probably busy enough as it is, but I'm not sure the wake makes all that much sense graphically given the lack of other interactions between borders of the different types of hyperspace phenomenon.
Perhaps hyperspace simply shouldn't have a wake at all since it's not necessarily obeying the laws of physics as we know them?