The quick jump line has 4x the static energy draw of the long haul - I think you missed that in your analysis.
So even when not moving, the quck-jumps are going to suck down 8 static, while the long-hauls will draw only 2. I am assuming that this translates into fuel used in a lot, but not al cases. it definitely will be drawn while travelling (between stars), so it should be:
90/600 = .15
vs.
52/384 = .1354
And with long-haul, you go point-point, not zig-zag all over the place, never having to drop out of hyperdrive and spend that cool-down + spin-up time but once; vs. quick-drive you have to do multiple shorter jumps, each with that penalty.
Overall the quick-jumps are great for short range action (and I may reduce their max range a bit more to amplify this aspect), but in the long runs they suffer from accumulated cycling stops.
I made sure that the long hauls now are overall the most efficient, and their range is easily the best, so they suffer their initial lag times at most only once by mid-game.
I could further amplify the static cost of the quick-jumps, or even reduce their initial efficiency. But after the first layer of them - they get crazy-energy-expensive to run due to the ramped up speed at which they run. 8 static + 146/s at level 2, and 8 + 228/s operating energy needs by their 3rd tier, 8 + 270/s at final stage.
This still represents an increasing efficiency for them, but it pales against the increasing speed.
Long-hauls by comparison never grow in their energy needs. So as your reactor tech grows, they just get more efficient - longer jumps and faster travel and lower overhead, presumably reducing your overall reactor count required and guaranteeing that 1-jump-anywhere mode of operation.
I mostly envisioned the long-haul's as a great choice for one's civilian ships. OTOH, the way the game works makes it super unlikely you'll have those as a second set of hyper drives! But... I don't see "energy efficiency" ever really being worthwhile enough to trade responsiveness or raw speed for in your military ships...
Thoughts?
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To see if I understand your point about the static draw of other components:
Your ship has a base 28 static draw for all the components in common.
It has then the following efficiencies:
(28 + 8 + 82)/600 = .19666...
vs.
(28 + 2 + 50)/384 = .2083...
Yeah, I can see your point to some degree. It's close, but in sheer travel-cost, the long-haul is a bit worse.
How about the next tier?
(28 + 8 + 146)/1200 = .151666...
v.
(28 + 2 + 50)/460 = 0.1739
Yep, I can see your point.
There are other factors to consider, for sure - such as the point-point nature vs. multiple stops, but looking at this you're right that the Kaldos are going to have a greater range for a given fuel level than the long-haul, and that doesn't seem right
Hmmm...
Seems like the easiest solution would be to bump up the speed of long hauls a bit. e.g. that 2nd tier long-haul could be speed 500, which drives its efficiency to .16 given the above scenario, which is still below that of the Kaldos, but with the other arguments still in play.
If the Kaldos doubled its static usage, that might get interesting:
126/600 = .21
190/1200 = .158333...
Again, that's part of the picture. You're now spending 16/s at all times, and that's going to push up your reactor requirements on a ship with weapons (which will have far more than 28/s draw in combat), making that Kaldos drive expensive and force space used on additional reactors that could otherwise host more armaments...
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Pushed up 1.1.3
The Calista-Dal are now fixed energy 38/s, a little faster in the 2nd tier, and more accurate than even before
The Gerax have a smooth improvement (linear) to their accuracy from start to finish of that line
The Kaldos now have a 16/s static draw at all levels (they used to ramp up here), and a lower 1.2M range forcing them to bounce out of hyper space more often. They also remain the least accurate jump drive making them super-responsive but will scatter your fleets a bit costing you a tactical disadvantage upon initial arrival in a system.