Vacuum rated cargo haulage

Alternately the mass automatically causes the bubble to change shape to match the shape of the mass.

More likely considering the existence of Jump Nets the hull and jump net has something that causes the shape of the bubble to conform to that of the mass. Brings you back to hull grids. Docking clamps must also have this "something" though why there wouldn't be a cheaper docking clamp for non Jump ships is a mystery.
Yeah, possible. Though the issue with that line of thought would be that (for MGT at least) the jump fuel is rapidly converted to exotic particles that fill up the area around the ship in a sphere.

Though, now that I type this, I could see that if you ran pipes from the jump drive that's creating the particles to areas around the ship you could equally fill up the area around the ship to create your exotic particle bubble. The book does not say anything about this, but it would work and allow you to create that equally spaced bubble. It wouldn't work, possibly, with jump nets, though maybe if you were to channel more particles towards the area where your jump net was it could work out roughly the same way.

Using that idea is another non-canon breaking explanation that sidesteps the neener-neener-neener you're wrong crowd. And no hand wavium required either.
 
Drop tanks don't get destroyed. I need to find it but somewhere there was a description of fleets jumping out with drop tanks and the service ships picking them back up for reuse. They would only really be lost if a mis jump resulted. And ships like the Gazelle that don't usually drop their tanks when they jump are fine.
They CAN be destroyed, though it's not a guarantee that they are. Master Gwydion posted the latest rules on them (which vary from original CT somewhat).
 
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High Guard pages 48 and 49 seem to disagree with you.
I see no contradiction to what I said there. Drop tanks can survive being ejected. If ejected, they may interfere and cause a misjump and be destroyed.
They also don't have to be ejected, you can easily carry tanks large enough for multiple jumps and continue to use them or even keep them attached when empty. They will continue to affect jump and maneuver drive performance, even if empty, and if they are lower than TL15 built they increase misjump chance. Since there is no cost difference for the TL of the tanks, they will always be the highest local TL, and in the case of naval units should always be TL15.
 
I see no contradiction to what I said there. Drop tanks can survive being ejected. If ejected, they may interfere and cause a misjump and be destroyed.
They also don't have to be ejected, you can easily carry tanks large enough for multiple jumps and continue to use them or even keep them attached when empty. They will continue to affect jump and maneuver drive performance, even if empty, and if they are lower than TL15 built they increase misjump chance. Since there is no cost difference for the TL of the tanks, they will always be the highest local TL, and in the case of naval units should always be TL15.
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No.

If you jump and use/jettison a drop tank, you roll an unmodified 2d6. On a roll of 8+ the tank survives. On a roll of 7- the tank is destroyed or damaged beyond repair.

You are talking about two separate things. One is the modifier to the Engineering roll for jump (based on the TL of the ship/drop tank), which can cause a misjump. The other is the unmodified 2d6 roll that you make that determines if your drop tanks survive or not but cannot cause a misjump.

See the difference?
 
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