Some thoughts after reading the digression into lagrange points in the questions thread:
Rather than deal with a separate jumping mechanic to deal with distant companion stars, why not allow inter-system jump points? I see a couple of ways to approach it. For all, lets assume some arbitrary cutoff is set where if a companion star is more than D distance from the primary where D is farther than is practical to travel with mid-game tech levels, we'll call it a Distant Companion.
Option 1: In the real-stars data-set, just make distant companions into their own systems. Thus you might find the Star A component system, and later discover a route through the jump point network to the Star B component system (or vice-versa). They act as fully separate systems and only the naming shows them as distant members of the same system. (In the random stars mode, just don't generate companions farther than D from the primary)
Option 2 (which I like better): Distant companion stars get their own set of grav survey points with associated jump points to discover. The lore seems to be that stars are more likely to have jump points to nearer stars than more distant ones (based on actual locations in the real-stars data-set and approximated by the clustering percentage for random stars). Thus we can set a specific probably that there will be a jump point from a primary to a distant companion. This could be 100% if we always want a connection or lower (possibly an adjustable parameter). If lower, you may still find a route through the jump network to the distant companion and may even get interesting situations where the primary component is closer to empire A in the jump network and the distant companion is closer to empire B. This could mean that long-hauling between components that don't have a direct jump point link becomes a way to get behind enemy front lines. It may not even be known that an enemy exists on a distant component until you find a route through the network to get there.
Giving distant components their own jump-points but keeping them in the same system map means either allowing jump points to move with the stars orbit, which could be complicated, or disabling orbital motion for distant components. I think assuming D is large enough, disabling motion would not be particularly noticeable since the orbital period of a distant companion would be very long relative to typical game length.