Im not really for this suggestion,
travel speed changes are a HUGE mechanic change, which is primarily why it was removed/simplified in NP2 from the original,
hyper speed used to be a tech researchable upgrade.
but it made things too complex and thus removed top level strategy that could be implemented by a sentinel type player.
IE an enemy launched, the sentinel player (who is always watching) has a small window to respond within, launching defensive ships that will arrive at the exact same time as the enemy
the decision to respond is very tough if he thinks you might
A)have a speed upgrade in the works OR a tech trade may be coming,
B) another fleet is going to capture another unrelated star putting him in scan or hyper range and slowing your response fleet down.
C) in the case of the suggestion above, you have more money and can buy a victory through a warpgate upgrade.
the advantage of being vigilant and strategically planning how quickly you can reinforce key stars goes out the window
not the example you provided, I know, but just an example of how hard things can become when ETA times are constantly changing.
personally I think 2 speed levels is enough to be strategic and allow a sharp player a tool to outmaneuvre an opponent with but not too complex a mechanism that you introduce doubts into every combat or movement decision.
I often assess the percentages of ships on an enemies front line, the size of their empire, gross production the volume and frequency of ships coming to their borders. its not precise, but its info I can use to make assesments of their empire that isnt on the intel page. which is the difference between top players and the average punter.
travel time being a constant is essential to allowing the best player to have the advantage, too much random chance and you get sick of it.
its the difference between playing RISK and Diplomacy. dice roll or strategy.
I have written down the names of carriers that were visiting a frontline star, noting their arrival times/intervals so I could calculate out the star loop they were on, and predict when reinforcements would arrive.
with that information I was able to plan exactly when to break an alliance and schedule an attack fleet from the core of my empire, passing their scanning range at the perfect hour, removing their ability to change a carriers route and beat me there.
what happens if my ally breaks our alliance and suddenly my whole empire is within scanning range? my harvest rate falls through the floor and I go down in a ball of flames?
Do I have to protect every worthless rock to avoid an enemy sending a rogue fleet hopping through my system crippling my collection network?
later in the game as research levels go sky high staying out of scanning is impossible. which is exactly when your empire is big enough that collection rate is important.
sorry mate, it just changes the game way too much to be feasible.
it adds another advantage to an enemy on the fringe of the galaxy, if they have an isolated production network
being in the middle is tough enough already, but its impossible if you have 3 neighbors and slower collection rates.
if it takes you X amount of time to get your fleet to the front, it takes the same for your enemy. fairs fair. everyone is playing with the same mechanics.