Just a side note I forgot about the hit-and-fade map: I guess that for it to work, the Rebel fighters need to have a fairly long spawn time, so that every loss actually counts. If the Rebels spend their time returning to base only to re-load torpedoes and repair damage, they stand a good chance of winning. But if the majority of the team stands around for long periods of time waiting for starfighters to re-spawn, they're effectively doomed as they have no way of accomplishing their objectives.
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I can imagine some nice uses for the hyperdrives. Imagine a Correlian Corvette and a Lancer Frigate in an even 1:1 battle. Then, unexpectedly, a second Imperial Lancer hypers in. Now the situation becomes dire for the lone Corvette, which suddenly has two Lancers to single-handedly cope with. Her captain dares not count on reinforcements to save her and instead makes a jump into hyperspace. She drops back to sub-light speed a good distance away, far from the two Imperial ships.
This leaves the Imperials back at square one. The Lancer frigate originally fighting her may of course follow - she has her hyperdrives charged and ready. However, her newly arrived sister ship must stay behind, as she has just expended her hyperdrive's energy arriving at the scene.
Should the Lancer that can give chase choose to do so, the odds will be back at 1:1. All the reinforcements meant to destroy the Corvette have accomplished is driving her off.
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Edit: Is it possible somehow to have that hyperspace graphic (stars into white lines then blue tunnel then white lines into stars) show for the player upon entering hyperspace?
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I trust Woodrow has some crazy ideas up his sleeve to be looked at after the "vanilla" Star Wars maps make it into the mod.
So do I.
PS at Teuvo's sig: 
"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.