I find high-speed microwave fighters work best for exploiting jump shock. It is always hilarious when a squadron of spunky fighters lock down a flotilla of unshielded dreadnoughts, although keeping fighters on station long-term does add to the logistics overhead.
Dropping the fighters on what is essentially a sustain-carrier (give it significant hangar space, crew space, ammo space if relevant, low power engines and loads of maintenance spaces) pretty much solves that well enough.
I've personally been toying with the idea of mining jump points by making medium-short range submunitions on the mines per normal, but rather putting them all in the middle, space them out so that their secondary stage ranges overlap by about half. If you're spending enough time doing so, you'll be able to make a meshed hexagon of mines that will more reliably guarantee that a shot is made on the target when it jumps in, and allow additional salvos to launch if it survives it enough to maneuver., though, they'll be vulnerable to anti missile defense, so you'd need to group them ridiculously tightly or maybe the idea is just good for initial-strike coverage.
Quick question: do missile stages used as mines need onboard sensors to deploy, or is a nearby sensor contact within it's range sufficient? Because I'm thinking of saving resources by making it so the minefield uses one active sensor buoy and a bunch of sensorless mines.