Hiya, I just had to lay down my 2Cr here.
FTL is possible. At least in the Traveller Universe, otherwise it wouldn't be much of an interstellar game... (Possibly in the real world, but we havent' figured out how. And to those who want to argue physics, just assume the physics are still wrong and have fun.)
Don't have my old sourcebooks these days, but I recall it being stated that jumpspace (the place where the ship exists when jumping. Heck, you could call your bedroom sleepspace for that matter.) is completely unable to interact with energy or matter in n-space. That actually fits very nicely with a pocket dimension. Also, it fits with the modern concepts of a warp drive. (NOT Star Treks version.) It wraps a bubble of space around itself and moves the bubble, not the ship.
With that in mind, perhaps the radius limit is actually due to the gravity well trashing or destabilizing the bubble. (Whether it's a true pocket dimension, or a space/time cocoon doesn't matter.) In that case, the radius issue is simply a game mechanic to simplify the rules. After all, a size 9 world has a radius of 9000, you don't have to know what it's density is, or how to calculate the mess that is a gravity well. You don't want to scare away players by throwing calculus at them. (Actually I think an algebraic formula would work, but who cares, I don't want to do that kind of math in my games either.)
As to dumping hydrogen into the bubble to keep it open, it seems that it doesn't really matter what you use. But we know that unprocessed hydrogen runs the risk of a misjump. Now why would that be?
*How about this. The hydrogen is used to not only produce an expansion pressure, but it acts as a frequency conduit/medium for the field that creates/controls the bubble. As such, any non-hydrogen, or hydrogen isotopes could muck with the carefully calibrated frequency needed, thus causing a misjump.
This idea also explains why you can't just use the contragravity systems to blow up the bubble. That just deals with negative gravity, not frequencies. Also, it doesn't allow use of contragravity to allow close in jumps either. It would be like trying to get a smooth ride on a road with pillars and potholes.
(As long as I'm mentioning Contragravity, I saw some people wondering why shipboard gravity didn't cause issues. I would guess that would be because of the contragravity system preventing it from exiting the hull. For that matter, when combined with inertial dampers, I wouldn't even let it effect more than a single deck at a time, under normal circumstances.)
One concept is that this could be interpreted to allow for an Emergency Jump. A quick omgsos that results in an automatic misjump, but happens faster, possibly with significantly less hydrogen as well.
In my opinion, these ideas do not in any way eliminate the concept of jumpspace. It just changes it from being something that is seperate and complete at all times, to nothing more than a psychological result of an artificial isolation. (An old spacer once told me, "We call it jumpspace" not cause we go to someplace else, but rather cause we ain't here, and we got no place we can go when we're there.".)
Just a bit more. If you are not going into another reality, why do misjumps go so wacky? If it's true that our 3 dimensional universe is just the skin of an 8 dimensional structure, you can probably assume that anything able to divest itself from the surface matrix would have to navigate 8-dimensionally. In which case, you forget to carry the one, and you bounce too close to a supernova... Or you get turned into a modern art klein bottle or something...)
Ok, I've thrown enough ideas and concepts (not to mention opinions) out there, time for more of yours. Thanks for reading.