Aside from the usual reasons of inertia, I think there are some very good reasons mechanically why this doesn't work in Aurora - or in Starfire before it, where this kind of thing was frequently proposed as well as I understand it. Basically, it is a nice idea from the perspective of exploration, but flattens the strategic and tactical interest of naval combat unless the game is designed from the ground up around this "free-FTL" system.
Strategically, if every system is theoretically accessible from every other system, or at least a larger subset of systems than just 2-3 jump points on average, then it becomes impossible to defend an empire of any significant size against an enemy attack as the attacker has the benefit of concentrating their fleet. Given two polities with roughly equal fleets, if each empire has to defend half a dozen worlds with ~1/6 of their fleet each (neglecting any smaller detachments for minor missions), then there is a massive advantage in attacking, ideally first and with surprise, by concentrating the fleet the attacker can destroy a substantial fraction of the defender's fleet in detail and seize or destroy 2-3 key worlds before the defender could respond. Being on the offensive becomes a massive, insurmountable advantage unless there are extensive mechanics in place specifically to counteract this. In contrast, with jump points that can be fortified and defended, defense remains the stronger form of warfare and the offensive side requires concentration of force to overcome this advantage, which produces a more natural strategic balance and ensures that the decision not to go to war remains valid instead of obviously subpar.
Tactically, without the choke points of a jump point assault, long-range combat becomes the dominant mode of space battle as there is simply no substitute for shooting at your enemy while they are unable to shoot at you. In Aurora terms (and for that matter Starfire), this means that missiles would be the dominant weapon, or they would be completely useless if point defense was strong enough to comfortably defeat missiles. Either situation greatly flattens the tactical landscape of the game. While in theory jump pojnt-centric combat can, and often does, push the balance in the other direction towards short-range weapons, in practice there are enough subtleties that it is not so simple and many different weapon types remain very useful; Starfire had various technological innovations like SBM-HAWKS to complicate warp point assault and defense, while Aurora has the clever Squadron Jump mechanic that can, at high enough tech levels, allow a fleet to jump away from defender beam range in exchange for spreading out the fleet and being vulnerable to missile strikes or pursuit and defeat in detail.
To be clear, I'm not saying that a warp drive-based FTL makes the game boring or simple, but what I am saying is that you need a robust set of mechanics designed to create interesting combat for that particular choice of FTL travel mode, basically which boil down to mechanics that preserve a reasonable advantage for the defenders and promote effective balance between different combat systems. There are lots of ways you could do that - which means lots of ways to make a cool and exciting game! - but it would require a lot of fundamental change to Aurora's basic mechanics, which means that warp drive FTL is simply not a good fit for Aurora specifically.